X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_monsters.pas;h=a70364bca6a7e4c4c512dc7fb6081c3d48c1cbf3;hb=bba5c4a7b77b3be25c3b872b21c96e28a57cee32;hp=690626078d17713d17936ec942a69007ca21ae1d;hpb=cac277b4226c3de6401dae59c91dd35b77625304;p=d2df-sdl.git diff --git a/src/game/g_monsters.pas b/src/game/g_monsters.pas index 6906260..a70364b 100644 --- a/src/game/g_monsters.pas +++ b/src/game/g_monsters.pas @@ -1,4 +1,4 @@ -(* Copyright (C) DooM 2D:Forever Developers +(* Copyright (C) Doom 2D: Forever Developers * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by @@ -14,13 +14,17 @@ * along with this program. If not, see . *) {$INCLUDE ../shared/a_modes.inc} +{$M+} +{.$DEFINE D2F_DEBUG_MONS_MOVE} unit g_monsters; interface uses - g_basic, e_graphics, g_phys, g_textures, - g_saveload, BinEditor, g_panel; + SysUtils, Classes, + mempool, + g_basic, e_graphics, g_phys, g_textures, g_grid, + g_saveload, g_panel, xprofiler; const MONSTATE_SLEEP = 0; @@ -36,15 +40,20 @@ const MONSTATE_REVIVE = 10; MONSTATE_RUNOUT = 11; + MON_BURN_TIME = 100; + +{ in mapdef now BH_NORMAL = 0; BH_KILLER = 1; BH_MANIAC = 2; BH_INSANE = 3; BH_CANNIBAL = 4; BH_GOOD = 5; +} type - TMonster = Class (TObject) + PMonster = ^TMonster; + TMonster = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF} private FMonsterType: Byte; FUID: Word; @@ -56,7 +65,7 @@ type FMaxHealth: Integer; FState: Byte; FCurAnim: Byte; - FAnim: Array of Array [D_LEFT..D_RIGHT] of TAnimation; + FAnim: Array of Array [TDirection.D_LEFT..TDirection.D_RIGHT] of TAnimation; FTargetUID: Word; FTargetTime: Integer; FBehaviour: Byte; @@ -79,17 +88,30 @@ type FFirePainTime: Integer; FFireAttacker: Word; vilefire: TAnimation; + mProxyId: Integer; // node in dyntree or -1 + mArrIdx: Integer; // in gMonsters FDieTriggers: Array of Integer; FSpawnTrigger: Integer; + mNeedSend: Boolean; // for network + + mEDamageType: Integer; + procedure Turn(); function findNewPrey(): Boolean; procedure ActivateTriggers(); + procedure setGameX (v: Integer); inline; + procedure setGameY (v: Integer); inline; + + procedure doDamage (v: Integer); + public FNoRespawn: Boolean; FFireTime: Integer; + trapCheckFrameId: DWord; // for `g_weapons.CheckTrap()` + mplatCheckFrameId: LongWord; constructor Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1); destructor Destroy(); override; @@ -97,7 +119,7 @@ type function Collide(Panel: TPanel): Boolean; overload; function Collide(X, Y: Integer): Boolean; overload; function TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean; - function Live(): Boolean; + function alive(): Boolean; procedure SetHealth(aH: Integer); procedure Push(vx, vy: Integer); function Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean; @@ -116,8 +138,8 @@ type procedure AddTrigger(t: Integer); procedure ClearTriggers(); procedure Respawn(); - procedure SaveState(var Mem: TBinMemoryWriter); - procedure LoadState(var Mem: TBinMemoryReader); + procedure SaveState (st: TStream); + procedure LoadState (st: TStream); procedure SetState(State: Byte; ForceAnim: Byte = 255); procedure MakeBloodVector(Count: Word; VelX, VelY: Integer); procedure MakeBloodSimple(Count: Word); @@ -125,11 +147,26 @@ type function AnimIsReverse: Boolean; function shoot(o: PObj; immediately: Boolean): Boolean; function kick(o: PObj): Boolean; - procedure CatchFire(Attacker: Word); + procedure CatchFire(Attacker: Word; Timeout: Integer = MON_BURN_TIME); procedure OnFireFlame(Times: DWORD = 1); procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right! + procedure setPosition (ax, ay: Integer; callPosChanged: Boolean=true); inline; + procedure moveBy (dx, dy: Integer); inline; + + procedure getMapBox (out x, y, w, h: Integer); inline; + + // get-and-clear + function gncNeedSend (): Boolean; inline; + procedure setDirty (); inline; // why `dirty`? 'cause i may introduce property `needSend` later + + public + property Obj: TObj read FObj; + + property proxyId: Integer read mProxyId; + property arrIdx: Integer read mArrIdx; + property MonsterType: Byte read FMonsterType; property MonsterHealth: Integer read FHealth write FHealth; property MonsterAmmo: Integer read FAmmo write FAmmo; @@ -142,12 +179,11 @@ type property MonsterPain: Integer read FPain write FPain; property MonsterAnim: Byte read FCurAnim write FCurAnim; - property Obj: TObj read FObj; property UID: Word read FUID write FUID; property SpawnTrigger: Integer read FSpawnTrigger write FSpawnTrigger; - property GameX: Integer read FObj.X write FObj.X; - property GameY: Integer read FObj.Y write FObj.Y; + property GameX: Integer read FObj.X write setGameX; + property GameY: Integer read FObj.Y write setGameY; property GameVelX: Integer read FObj.Vel.X write FObj.Vel.X; property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y; property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X; @@ -155,36 +191,244 @@ type property GameDirection: TDirection read FDirection write FDirection; property StartID: Integer read FStartID; + + published + property eMonsterType: Byte read FMonsterType; + property eMonsterHealth: Integer read FHealth write FHealth; + property eMonsterAmmo: Integer read FAmmo write FAmmo; + property eMonsterTargetUID: Word read FTargetUID write FTargetUID; + property eMonsterTargetTime: Integer read FTargetTime write FTargetTime; + property eMonsterBehaviour: Byte read FBehaviour write FBehaviour; + property eMonsterSleep: Integer read FSleep write FSleep; + property eMonsterState: Byte read FState write FState; + property eMonsterRemoved: Boolean read FRemoved; + property eMonsterPain: Integer read FPain write FPain; + property eMonsterAnim: Byte read FCurAnim; + + property eUID: Word read FUID; + property eSpawnTrigger: Integer read FSpawnTrigger; + + property eGameX: Integer read FObj.X write setGameX; + property eGameY: Integer read FObj.Y write setGameY; + property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X; + property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y; + property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X; + property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y; + property eGameDirection: TDirection read FDirection write FDirection; + + property eStartID: Integer read FStartID; + + // set this before assigning something to `eDamage` + property eDamageType: Integer read mEDamageType write mEDamageType; + property eDamage: Integer write doDamage; end; -procedure g_Monsters_LoadData(); -procedure g_Monsters_FreeData(); -procedure g_Monsters_Init(); -procedure g_Monsters_Free(); -function g_Monsters_Create(MonsterType: Byte; X, Y: Integer; - Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer; -procedure g_Monsters_Update(); -procedure g_Monsters_Draw(); -procedure g_Monsters_DrawHealth(); -function g_Monsters_Get(UID: Word): TMonster; -procedure g_Monsters_killedp(); -procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter); -procedure g_Monsters_LoadState(var Mem: TBinMemoryReader); -function g_Monsters_GetIDByName(name: String): Integer; -function g_Monsters_GetNameByID(MonsterType: Byte): String; -function g_Monsters_GetKilledBy(MonsterType: Byte): String; + +// will be called from map loader +procedure g_Mons_InitTree (x, y, w, h: Integer); + +procedure g_Monsters_LoadData (); +procedure g_Monsters_FreeData (); +procedure g_Monsters_Init (); +procedure g_Monsters_Free (clearGrid: Boolean=true); +function g_Monsters_Create (MonsterType: Byte; X, Y: Integer; Direction: TDirection; + AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster; +procedure g_Monsters_Update (); +procedure g_Monsters_Draw (); +procedure g_Monsters_DrawHealth (); +function g_Monsters_ByUID (UID: Word): TMonster; +procedure g_Monsters_killedp (); +procedure g_Monsters_SaveState (st: TStream); +procedure g_Monsters_LoadState (st: TStream); + +function g_Mons_SpawnAt (monType: Integer; x, y: Integer; dir: TDirection=TDirection.D_LEFT): TMonster; overload; +function g_Mons_SpawnAt (const typeName: AnsiString; x, y: Integer; dir: TDirection=TDirection.D_LEFT): TMonster; overload; + +function g_Mons_TypeLo (): Integer; inline; +function g_Mons_TypeHi (): Integer; inline; + +function g_Mons_TypeIdByName (const name: AnsiString): Integer; +function g_Mons_NameByTypeId (monType: Integer): AnsiString; +function g_Mons_GetKilledByTypeId (monType: Integer): AnsiString; + + +type + TEachMonsterCB = function (mon: TMonster): Boolean is nested; // return `true` to stop + +// throws on invalid uid +function g_Mons_ByIdx (uid: Integer): TMonster; inline; + +// can return null +function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline; + +function g_Mons_TotalCount (): Integer; inline; + +function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean; + +function g_Mons_ForEach (cb: TEachMonsterCB): Boolean; +function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean; + +function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean; +function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean; + +function g_Mons_getNewTrapFrameId (): DWord; inline; +function g_Mons_getNewMPlatFrameId (): LongWord; inline; + + +{ +type + TMonsAlongLineCB = function (mon: TMonster; tag: Integer): Boolean is nested; + +function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster; +} + var - gMonsters: array of TMonster; + gmon_debug_use_sqaccel: Boolean = true; + + +//HACK! +procedure g_Mons_ProfilersBegin (); +procedure g_Mons_ProfilersEnd (); + +procedure g_Mons_LOS_Start (); inline; +procedure g_Mons_LOS_End (); inline; + +var + profMonsLOS: TProfiler = nil; //WARNING: FOR DEBUGGING ONLY! + + +type + TMonsterGrid = specialize TBodyGridBase; + +var + monsGrid: TMonsterGrid = nil; // DO NOT USE! public for debugging only! + + +var + gmon_debug_think: Boolean = true; + gmon_debug_one_think_step: Boolean = false; + implementation uses - e_log, g_main, g_sound, g_gfx, g_player, g_game, + e_log, e_texture, g_main, g_sound, g_gfx, g_player, g_game, g_weapons, g_triggers, MAPDEF, g_items, g_options, - g_console, g_map, Math, SysUtils, g_menu, wadreader, - g_language, g_netmsg; + g_console, g_map, Math, g_menu, wadreader, + g_language, g_netmsg, idpool, utils, xstreams; + + + +// ////////////////////////////////////////////////////////////////////////// // +procedure g_Mons_ProfilersBegin (); +begin + if (profMonsLOS = nil) then profMonsLOS := TProfiler.Create('LOS CALC', g_profile_history_size); + if (profMonsLOS <> nil) then profMonsLOS.mainBegin(g_profile_los); + if g_profile_los and (profMonsLOS <> nil) then + begin + profMonsLOS.sectionBegin('loscalc'); + profMonsLOS.sectionEnd(); + end; +end; + +procedure g_Mons_ProfilersEnd (); +begin + if (profMonsLOS <> nil) and (g_profile_los) then profMonsLOS.mainEnd(); +end; + +procedure g_Mons_LOS_Start (); inline; +begin + if (profMonsLOS <> nil) then profMonsLOS.sectionBeginAccum('loscalc'); +end; + +procedure g_Mons_LOS_End (); inline; +begin + if (profMonsLOS <> nil) then profMonsLOS.sectionEnd(); +end; + + +// ////////////////////////////////////////////////////////////////////////// // +var + monCheckTrapLastFrameId: DWord = 0; + monCheckMPlatLastFrameId: LongWord = 0; + + +procedure TMonster.getMapBox (out x, y, w, h: Integer); inline; +begin + x := FObj.X+FObj.Rect.X; + y := FObj.Y+FObj.Rect.Y; + w := FObj.Rect.Width; + h := FObj.Rect.Height; +end; + +function TMonster.gncNeedSend (): Boolean; inline; begin result := mNeedSend; mNeedSend := false; end; + +procedure TMonster.setDirty (); inline; begin mNeedSend := true; end; + +// ////////////////////////////////////////////////////////////////////////// // +{ +function g_Mons_AlongLine (x0, y0, x1, y1: Integer; cb: TMonsAlongLineCB; log: Boolean=false): TMonster; +begin + if not assigned(cb) then begin result := nil; exit; end; + result := monsGrid.forEachAlongLine(x0, y0, x1, y1, cb, -1, log); +end; +} + + +//WARNING! call this after monster position was changed, or coldet will not work right! +procedure TMonster.positionChanged (); +var + x, y, w, h: Integer; + nx, ny, nw, nh: Integer; +begin + {$IF DEFINED(D2F_DEBUG_MONS_MOVE)} + //e_WriteLog(Format('monster #%d(%u): pos=(%d,%d); rpos=(%d,%d)', [mArrIdx, UID, FObj.X, FObj.Y, FObj.Rect.X, FObj.Rect.Y]), MSG_NOTIFY); + {$ENDIF} + if (mProxyId = -1) then + begin + //mNeedSend := true; + mProxyId := monsGrid.insertBody(self, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height); + {$IF DEFINED(D2F_DEBUG_MONS_MOVE)} + monsGrid.getBodyXY(mProxyId, x, y); + e_WriteLog(Format('monster #%d:(%u): inserted into the grid; mProxyid=%d; gx=%d; gy=%d', [mArrIdx, UID, mProxyId, x-monsGrid.gridX0, y-monsGrid.gridY0]), MSG_NOTIFY); + {$ENDIF} + end + else + begin + monsGrid.getBodyDims(mProxyId, x, y, w, h); + getMapBox(nx, ny, nw, nh); + + if (w <> nw) or (h <> nh) then + begin + //mNeedSend := true; + {$IF DEFINED(D2F_DEBUG_MONS_MOVE)} + e_WriteLog(Format('monster #%d:(%u): resized; mProxyid=%d; gx=%d; gy=%d', [mArrIdx, UID, mProxyId, x-monsGrid.gridX0, y-monsGrid.gridY0]), MSG_NOTIFY); + {$ENDIF} + monsGrid.moveResizeBody(mProxyId, nx, ny, nw, nh); + end + else if (x <> nx) or (y <> ny) then + begin + //mNeedSend := true; + {$IF DEFINED(D2F_DEBUG_MONS_MOVE)} + e_WriteLog(Format('monster #%d:(%u): updating grid; mProxyid=%d; gx=%d; gy=%d', [mArrIdx, UID, mProxyId, x-monsGrid.gridX0, y-monsGrid.gridY0]), MSG_NOTIFY); + {$ENDIF} + monsGrid.moveBody(mProxyId, nx, ny); + end + else + begin + exit; // nothing to do + end; + {$IF DEFINED(D2F_DEBUG_MONS_MOVE)} + monsGrid.getBodyXY(mProxyId, x, y); + e_WriteLog(Format('monster #%d:(%u): updated grid; mProxyid=%d; gx=%d; gy=%d', [mArrIdx, UID, mProxyId, x-monsGrid.gridX0, y-monsGrid.gridY0]), MSG_NOTIFY); + {$ENDIF} + end; +end; + + +// ////////////////////////////////////////////////////////////////////////// // const ANIM_SLEEP = 0; ANIM_GO = 1; @@ -194,19 +438,6 @@ const ANIM_ATTACK2 = 5; ANIM_PAIN = 6; - STATE_SLEEP = 0; - STATE_GO = 1; - STATE_RUN = 2; - STATE_CLIMB = 3; - STATE_DIE = 4; - STATE_DEAD = 5; - STATE_ATTACK = 6; - STATE_SHOOT = 7; - STATE_PAIN = 8; - STATE_WAIT = 9; - STATE_REVIVE = 10; - STATE_RUNOUT = 11; - MONSTER_SIGNATURE = $534E4F4D; // 'MONS' // Òàáëèöà òèïîâ àíèìàöèè ìîíñòðîâ: @@ -299,8 +530,8 @@ const LeftAnim: Boolean; wX, wY: Integer; // Îòêóäà âûëåòèò ïóëÿ AnimSpeed: Array [ANIM_SLEEP..ANIM_PAIN] of Byte; - AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint; - AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TPoint; + AnimDeltaRight: Array [ANIM_SLEEP..ANIM_PAIN] of TDFPoint; + AnimDeltaLeft: Array [ANIM_SLEEP..ANIM_PAIN] of TDFPoint; end = // SLEEP GO DIE MESS ATTACK ATTACK2 PAIN ((LeftAnim: False; wX: 54; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //DEMON AnimDeltaRight: ((X: 1; Y: 4), (X: 1; Y: 4), (X: 0; Y: 4), (X: 0; Y: 4), (X: 2; Y: 6), (X: 2; Y: 6), (X: 2; Y: 5)); @@ -310,11 +541,11 @@ const AnimDeltaRight: ((X: 8; Y: -4), (X: 8; Y: -4), (X: -2; Y: -1), (X: 3; Y: -2), (X: 14; Y: -4), (X: 14; Y: -4), (X: -5; Y: -4)); AnimDeltaLeft: ((X: 8; Y: -4), (X: 8; Y: -4), (X: -2; Y: -1), (X: 3; Y: -2), (X: 14; Y: -4), (X: 14; Y: -4), (X: -5; Y: -4))), - (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY + (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //ZOMBY AnimDeltaRight: ((X: 1; Y: -4), (X: 1; Y: -4), (X: 3; Y: -1), (X: 2; Y: -1), (X: 2; Y: -4), (X: 2; Y: -4), (X: 1; Y: -4)); AnimDeltaLeft: ((X: 1; Y: -4), (X: 1; Y: -4), (X: 3; Y: -1), (X: 2; Y: -1), (X: 2; Y: -4), (X: 2; Y: -4), (X: 1; Y: -4))), - (LeftAnim: False; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG + (LeftAnim: True; wX: 32; wY: 32; AnimSpeed:(3, 2, 3, 2, 3, 0, 4); //SERG AnimDeltaRight: ((X: 0; Y: -4), (X: 0; Y: -4), (X: -3; Y: -1), (X: -4; Y: -1), (X: 1; Y: -4), (X: 1; Y: -4), (X: 0; Y: -4)); AnimDeltaLeft: ((X: 0; Y: -4), (X: 0; Y: -4), (X: -3; Y: -1), (X: -4; Y: -1), (X: 1; Y: -4), (X: 1; Y: -4), (X: 0; Y: -4))), @@ -385,6 +616,59 @@ const MAX_ATM = 89; // Âðåìÿ îæèäàíèÿ ïîñëå ïîòåðè öåëè MAX_SOUL = 512; // Îãðàíè÷åíèå Lost_Soul'îâ + +// ////////////////////////////////////////////////////////////////////////// // +var + gMonsters: array of TMonster; + uidMap: array [0..65535] of TMonster; // monster knows it's index + freeInds: TIdPool = nil; + + +procedure clearUidMap (); +var + idx: Integer; +begin + for idx := 0 to High(uidMap) do uidMap[idx] := nil; + freeInds.clear(); +end; + + +function g_Mons_getNewTrapFrameId (): DWord; inline; +var + f: Integer; +begin + Inc(monCheckTrapLastFrameId); + if (monCheckTrapLastFrameId = 0) then + begin + // wraparound + monCheckTrapLastFrameId := 1; + for f := 0 to High(gMonsters) do + begin + if (gMonsters[f] <> nil) then gMonsters[f].trapCheckFrameId := 0; + end; + end; + result := monCheckTrapLastFrameId; +end; + + +function g_Mons_getNewMPlatFrameId (): LongWord; inline; +var + f: Integer; +begin + Inc(monCheckMPlatLastFrameId); + if (monCheckMPlatLastFrameId = 0) then + begin + // wraparound + monCheckMPlatLastFrameId := 1; + for f := 0 to High(gMonsters) do + begin + if (gMonsters[f] <> nil) then gMonsters[f].mplatCheckFrameId := 0; + end; + end; + result := monCheckMPlatLastFrameId; +end; + + var pt_x: Integer = 0; pt_xs: Integer = 1; @@ -392,30 +676,21 @@ var pt_ys: Integer = 1; soulcount: Integer = 0; -function FindMonster(): DWORD; + +function allocMonster (): DWORD; var - i: Integer; + f, olen: Integer; begin - if gMonsters <> nil then - for i := 0 to High(gMonsters) do - if gMonsters[i] = nil then - begin - Result := i; - Exit; - end; - - if gMonsters = nil then - begin - SetLength(gMonsters, 32); - Result := 0; - end - else - begin - Result := High(gMonsters) + 1; - SetLength(gMonsters, Length(gMonsters) + 32); - end; + result := freeInds.alloc(); + if (result > High(gMonsters)) then + begin + olen := Length(gMonsters); + SetLength(gMonsters, result+64); + for f := olen to High(gMonsters) do gMonsters[f] := nil; + end; end; + function IsFriend(a, b: Byte): Boolean; begin Result := True; @@ -443,6 +718,7 @@ begin Result := False; end; + function BehaviourDamage(SpawnerUID: Word; BH, SelfType: Byte): Boolean; var m: TMonster; @@ -454,7 +730,7 @@ begin UIDType := g_GetUIDType(SpawnerUID); if UIDType = UID_MONSTER then begin - m := g_Monsters_Get(SpawnerUID); + m := g_Monsters_ByUID(SpawnerUID); if m = nil then Exit; MonsterType := m.FMonsterType; end; @@ -472,6 +748,7 @@ begin end; end; + function canShoot(m: Byte): Boolean; begin Result := False; @@ -484,24 +761,62 @@ begin end; end; -function isCorpse(o: PObj; immediately: Boolean): Integer; + +function isCorpse (o: PObj; immediately: Boolean): Integer; + + (* + function monsCollCheck (mon: TMonster; atag: Integer): Boolean; + begin + atag := atag; // shut up, fpc! + result := false; // don't stop + if (mon.FState = MONSTATE_DEAD) and g_Obj_Collide(o, @mon.FObj) then + begin + case mon.FMonsterType of // Íå âîñêðåñèòü: + MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER, + MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: exit; + end; + // Îñòàëüíûõ ìîæíî âîñêðåñèòü + result := true; + end; + end; + *) + var a: Integer; + mon: PMonster; + mres: TMonster = nil; + it: TMonsterGrid.Iter; begin - Result := -1; + result := -1; -// Åñëè íóæíà âåðîÿòíîñòü: - if not immediately then - if Random(8) <> 0 then - Exit; + // Åñëè íóæíà âåðîÿòíîñòü + if not immediately and (Random(8) <> 0) then exit; - if gMonsters = nil then - Exit; - -// Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè: - for a := 0 to High(gMonsters) do - if (gMonsters[a] <> nil) and (gMonsters[a].FState = STATE_DEAD) then - if g_Obj_Collide(o, @gMonsters[a].FObj) then + // Èùåì ìåðòâûõ ìîíñòðîâ ïîáëèçîñòè + if gmon_debug_use_sqaccel then + begin + //mon := monsGrid.forEachInAABB(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height, monsCollCheck); + //if (mon <> nil) then result := mon.mArrIdx; + it := monsGrid.forEachInAABB(o.X+o.Rect.X, o.Y+o.Rect.Y, o.Rect.Width, o.Rect.Height); + for mon in it do + begin + case mon.FMonsterType of // Íå âîñêðåñèòü: + MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER, + MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: begin end; + // Îñòàëüíûõ ìîæíî âîñêðåñèòü + else mres := mon^; + end; + if (mres <> nil) then break; + end; + it.release(); + if (mres <> nil) then result := mres.mArrIdx; + end + else + begin + for a := 0 to High(gMonsters) do + begin + if (gMonsters[a] <> nil) and (gMonsters[a].FState = MONSTATE_DEAD) and g_Obj_Collide(o, @gMonsters[a].FObj) then + begin case gMonsters[a].FMonsterType of // Íå âîñêðåñèòü: MONSTER_SOUL, MONSTER_PAIN, MONSTER_CYBER, MONSTER_SPIDER, MONSTER_VILE, MONSTER_BARREL, MONSTER_ROBO: Continue; @@ -511,164 +826,171 @@ begin Exit; end; end; + end; + end; + end; end; procedure g_Monsters_LoadData(); begin - e_WriteLog('Loading monsters data...', MSG_NOTIFY); + e_WriteLog('Loading monsters data...', TMsgType.Notify); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 0%', 0, False); + g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES], 133, False); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_SLEEP', GameWAD+':MTEXTURES\BARREL_SLEEP', 64, 64, 3); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_DIE', GameWAD+':MTEXTURES\BARREL_DIE', 64, 64, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARREL_PAIN', GameWAD+':MTEXTURES\BARREL_PAIN', 64, 64, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_SLEEP', GameWAD+':MTEXTURES\ZOMBY_SLEEP', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_GO', GameWAD+':MTEXTURES\ZOMBY_GO', 64, 64, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_DIE', GameWAD+':MTEXTURES\ZOMBY_DIE', 64, 64, 6); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 5%', 0, True); + g_Game_StepLoading(6); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_MESS', GameWAD+':MTEXTURES\ZOMBY_MESS', 64, 64, 9); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK', GameWAD+':MTEXTURES\ZOMBY_ATTACK', 64, 64, 2); + g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_ATTACK_L', GameWAD+':MTEXTURES\ZOMBY_ATTACK_L', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ZOMBY_PAIN', GameWAD+':MTEXTURES\ZOMBY_PAIN', 64, 64, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_SLEEP', GameWAD+':MTEXTURES\SERG_SLEEP', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_GO', GameWAD+':MTEXTURES\SERG_GO', 64, 64, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_DIE', GameWAD+':MTEXTURES\SERG_DIE', 64, 64, 5); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 10%', 0, True); + g_Game_StepLoading(13); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_MESS', GameWAD+':MTEXTURES\SERG_MESS', 64, 64, 9); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK', GameWAD+':MTEXTURES\SERG_ATTACK', 64, 64, 2); + g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_ATTACK_L', GameWAD+':MTEXTURES\SERG_ATTACK_L', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SERG_PAIN', GameWAD+':MTEXTURES\SERG_PAIN', 64, 64, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_SLEEP', GameWAD+':MTEXTURES\MAN_SLEEP', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_GO', GameWAD+':MTEXTURES\MAN_GO', 64, 64, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_DIE', GameWAD+':MTEXTURES\MAN_DIE', 64, 64, 7); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 15%', 0, True); + g_Game_StepLoading(20); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_MESS', GameWAD+':MTEXTURES\MAN_MESS', 64, 64, 9); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_ATTACK', GameWAD+':MTEXTURES\MAN_ATTACK', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MAN_PAIN', GameWAD+':MTEXTURES\MAN_PAIN', 64, 64, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP', GameWAD+':MTEXTURES\CGUN_SLEEP', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_SLEEP_L', GameWAD+':MTEXTURES\CGUN_SLEEP_L', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO', GameWAD+':MTEXTURES\CGUN_GO', 64, 64, 4); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 20%', 0, True); + g_Game_StepLoading(26); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_GO_L', GameWAD+':MTEXTURES\CGUN_GO_L', 64, 64, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_DIE', GameWAD+':MTEXTURES\CGUN_DIE', 64, 64, 7); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_MESS', GameWAD+':MTEXTURES\CGUN_MESS', 64, 64, 6); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK', GameWAD+':MTEXTURES\CGUN_ATTACK', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_ATTACK_L', GameWAD+':MTEXTURES\CGUN_ATTACK_L', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN', GameWAD+':MTEXTURES\CGUN_PAIN', 64, 64, 1); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 25%', 0, True); + g_Game_StepLoading(32); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CGUN_PAIN_L', GameWAD+':MTEXTURES\CGUN_PAIN_L', 64, 64, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_SLEEP', GameWAD+':MTEXTURES\IMP_SLEEP', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_GO', GameWAD+':MTEXTURES\IMP_GO', 64, 64, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_DIE', GameWAD+':MTEXTURES\IMP_DIE', 64, 64, 5); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_MESS', GameWAD+':MTEXTURES\IMP_MESS', 64, 64, 8); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_ATTACK', GameWAD+':MTEXTURES\IMP_ATTACK', 64, 64, 3); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 30%', 0, True); + g_Game_StepLoading(38); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_IMP_PAIN', GameWAD+':MTEXTURES\IMP_PAIN', 64, 64, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_SLEEP', GameWAD+':MTEXTURES\DEMON_SLEEP', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_GO', GameWAD+':MTEXTURES\DEMON_GO', 64, 64, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_DIE', GameWAD+':MTEXTURES\DEMON_DIE', 64, 64, 6); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_ATTACK', GameWAD+':MTEXTURES\DEMON_ATTACK', 64, 64, 3); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_DEMON_PAIN', GameWAD+':MTEXTURES\DEMON_PAIN', 64, 64, 1); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 35%', 0, True); + g_Game_StepLoading(44); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_SLEEP', GameWAD+':MTEXTURES\SOUL_SLEEP', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_GO', GameWAD+':MTEXTURES\SOUL_GO', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_PAIN', GameWAD+':MTEXTURES\SOUL_PAIN', 64, 64, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_ATTACK', GameWAD+':MTEXTURES\SOUL_ATTACK', 64, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SOUL_DIE', GameWAD+':MTEXTURES\SOUL_DIE', 128, 128, 7); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_SLEEP', GameWAD+':MTEXTURES\FISH_SLEEP', 32, 32, 2); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 40%', 0, True); + g_Game_StepLoading(50); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_GO', GameWAD+':MTEXTURES\FISH_GO', 32, 32, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_PAIN', GameWAD+':MTEXTURES\FISH_PAIN', 32, 32, 3); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_ATTACK', GameWAD+':MTEXTURES\FISH_ATTACK', 32, 32, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_FISH_DIE', GameWAD+':MTEXTURES\FISH_DIE', 32, 32, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_SLEEP', GameWAD+':MTEXTURES\SPIDER_SLEEP', 256, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_GO', GameWAD+':MTEXTURES\SPIDER_GO', 256, 128, 6); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 45%', 0, True); + g_Game_StepLoading(56); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN', GameWAD+':MTEXTURES\SPIDER_PAIN', 256, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_PAIN_L', GameWAD+':MTEXTURES\SPIDER_PAIN_L', 256, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_ATTACK', GameWAD+':MTEXTURES\SPIDER_ATTACK', 256, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SPIDER_DIE', GameWAD+':MTEXTURES\SPIDER_DIE', 256, 128, 10); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_SLEEP', GameWAD+':MTEXTURES\BSP_SLEEP', 128, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_GO', GameWAD+':MTEXTURES\BSP_GO', 128, 64, 6); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 50%', 0, True); + g_Game_StepLoading(62); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN', GameWAD+':MTEXTURES\BSP_PAIN', 128, 64, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_PAIN_L', GameWAD+':MTEXTURES\BSP_PAIN_L', 128, 64, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_ATTACK', GameWAD+':MTEXTURES\BSP_ATTACK', 128, 64, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BSP_DIE', GameWAD+':MTEXTURES\BSP_DIE', 128, 64, 7); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_SLEEP', GameWAD+':MTEXTURES\CACO_SLEEP', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_GO', GameWAD+':MTEXTURES\CACO_GO', 128, 128, 1); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 55%', 0, True); + g_Game_StepLoading(68); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_PAIN', GameWAD+':MTEXTURES\CACO_PAIN', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_ATTACK', GameWAD+':MTEXTURES\CACO_ATTACK', 128, 128, 6); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CACO_DIE', GameWAD+':MTEXTURES\CACO_DIE', 128, 128, 7); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_SLEEP', GameWAD+':MTEXTURES\PAIN_SLEEP', 128, 128, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_GO', GameWAD+':MTEXTURES\PAIN_GO', 128, 128, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_PAIN', GameWAD+':MTEXTURES\PAIN_PAIN', 128, 128, 1); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 60%', 0, True); + g_Game_StepLoading(74); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_ATTACK', GameWAD+':MTEXTURES\PAIN_ATTACK', 128, 128, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_PAIN_DIE', GameWAD+':MTEXTURES\PAIN_DIE', 128, 128, 7); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP', GameWAD+':MTEXTURES\BARON_SLEEP', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_SLEEP_L', GameWAD+':MTEXTURES\BARON_SLEEP_L', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_GO', GameWAD+':MTEXTURES\BARON_GO', 128, 128, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN', GameWAD+':MTEXTURES\BARON_PAIN', 128, 128, 1); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 65%', 0, True); + g_Game_StepLoading(80); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_PAIN_L', GameWAD+':MTEXTURES\BARON_PAIN_L', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK', GameWAD+':MTEXTURES\BARON_ATTACK', 128, 128, 3); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_ATTACK_L', GameWAD+':MTEXTURES\BARON_ATTACK_L', 128, 128, 3); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_BARON_DIE', GameWAD+':MTEXTURES\BARON_DIE', 128, 128, 7); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP', GameWAD+':MTEXTURES\KNIGHT_SLEEP', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_SLEEP_L', GameWAD+':MTEXTURES\KNIGHT_SLEEP_L', 128, 128, 2); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 70%', 0, True); + g_Game_StepLoading(86); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_GO', GameWAD+':MTEXTURES\KNIGHT_GO', 128, 128, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN', GameWAD+':MTEXTURES\KNIGHT_PAIN', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_PAIN_L', GameWAD+':MTEXTURES\KNIGHT_PAIN_L', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK', GameWAD+':MTEXTURES\KNIGHT_ATTACK', 128, 128, 3); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_ATTACK_L', GameWAD+':MTEXTURES\KNIGHT_ATTACK_L', 128, 128, 3); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_KNIGHT_DIE', GameWAD+':MTEXTURES\KNIGHT_DIE', 128, 128, 7); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 75%', 0, True); + g_Game_StepLoading(92); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_SLEEP', GameWAD+':MTEXTURES\MANCUB_SLEEP', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_GO', GameWAD+':MTEXTURES\MANCUB_GO', 128, 128, 6); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_PAIN', GameWAD+':MTEXTURES\MANCUB_PAIN', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_ATTACK', GameWAD+':MTEXTURES\MANCUB_ATTACK', 128, 128, 3); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_MANCUB_DIE', GameWAD+':MTEXTURES\MANCUB_DIE', 128, 128, 10); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP', GameWAD+':MTEXTURES\SKEL_SLEEP', 128, 128, 2); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 80%', 0, True); + g_Game_StepLoading(98); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_SLEEP_L', GameWAD+':MTEXTURES\SKEL_SLEEP_L', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_GO', GameWAD+':MTEXTURES\SKEL_GO', 128, 128, 6); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN', GameWAD+':MTEXTURES\SKEL_PAIN', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_PAIN_L', GameWAD+':MTEXTURES\SKEL_PAIN_L', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK', GameWAD+':MTEXTURES\SKEL_ATTACK', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK_L', GameWAD+':MTEXTURES\SKEL_ATTACK_L', 128, 128, 2); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 85%', 0, True); + g_Game_StepLoading(104); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2', GameWAD+':MTEXTURES\SKEL_ATTACK2', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_ATTACK2_L', GameWAD+':MTEXTURES\SKEL_ATTACK2_L', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_SKEL_DIE', GameWAD+':MTEXTURES\SKEL_DIE', 128, 128, 5); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP', GameWAD+':MTEXTURES\VILE_SLEEP', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_SLEEP_L', GameWAD+':MTEXTURES\VILE_SLEEP_L', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_GO', GameWAD+':MTEXTURES\VILE_GO', 128, 128, 6); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 90%', 0, True); + g_Game_StepLoading(110); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN', GameWAD+':MTEXTURES\VILE_PAIN', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_PAIN_L', GameWAD+':MTEXTURES\VILE_PAIN_L', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK', GameWAD+':MTEXTURES\VILE_ATTACK', 128, 128, 10); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK_L', GameWAD+':MTEXTURES\VILE_ATTACK_L', 128, 128, 10); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2', GameWAD+':MTEXTURES\VILE_ATTACK2', 128, 128, 3); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_ATTACK2_L', GameWAD+':MTEXTURES\VILE_ATTACK2_L', 128, 128, 3); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 95%', 0, True); + g_Game_StepLoading(116); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_VILE_DIE', GameWAD+':MTEXTURES\VILE_DIE', 128, 128, 9); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_SLEEP', GameWAD+':MTEXTURES\ROBO_SLEEP', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_GO', GameWAD+':MTEXTURES\ROBO_GO', 128, 128, 12); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK', GameWAD+':MTEXTURES\ROBO_ATTACK', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_ATTACK2', GameWAD+':MTEXTURES\ROBO_ATTACK2', 128, 128, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_ROBO_DIE', GameWAD+':MTEXTURES\ROBO_DIE', 128, 128, 1); - g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_TEXTURES]+' 100%', 0, True); + g_Game_StepLoading(122); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP', GameWAD+':MTEXTURES\CYBER_SLEEP', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_SLEEP_L', GameWAD+':MTEXTURES\CYBER_SLEEP_L', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO', GameWAD+':MTEXTURES\CYBER_GO', 128, 128, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_GO_L', GameWAD+':MTEXTURES\CYBER_GO_L', 128, 128, 4); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN', GameWAD+':MTEXTURES\CYBER_PAIN', 128, 128, 1); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_PAIN_L', GameWAD+':MTEXTURES\CYBER_PAIN_L', 128, 128, 1); + g_Game_StepLoading(128); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK', GameWAD+':MTEXTURES\CYBER_ATTACK', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK_L', GameWAD+':MTEXTURES\CYBER_ATTACK_L', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2', GameWAD+':MTEXTURES\CYBER_ATTACK2', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_ATTACK2_L', GameWAD+':MTEXTURES\CYBER_ATTACK2_L', 128, 128, 2); g_Frames_CreateWAD(nil, 'FRAMES_MONSTER_CYBER_DIE', GameWAD+':MTEXTURES\CYBER_DIE', 128, 128, 9); + g_Game_StepLoading(133); g_Game_SetLoadingText(_lc[I_LOAD_MONSTER_SOUNDS], 0, False); @@ -750,11 +1072,16 @@ begin g_Sound_CreateWADEx('SOUND_MONSTER_SPIDER_WALK', GameWAD+':MSOUNDS\SPIDER_WALK'); g_Sound_CreateWADEx('SOUND_MONSTER_FISH_ATTACK', GameWAD+':MSOUNDS\FISH_ATTACK'); + + freeInds := TIdPool.Create(); + clearUidMap(); + monCheckTrapLastFrameId := 0; + monCheckMPlatLastFrameId := 0; end; procedure g_Monsters_FreeData(); begin - e_WriteLog('Releasing monsters data...', MSG_NOTIFY); + e_WriteLog('Releasing monsters data...', TMsgType.Notify); g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_SLEEP'); g_Frames_DeleteByName('FRAMES_MONSTER_BARREL_PAIN'); @@ -764,12 +1091,14 @@ begin g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_DIE'); g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_MESS'); g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK'); + g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_ATTACK_L'); g_Frames_DeleteByName('FRAMES_MONSTER_ZOMBY_PAIN'); g_Frames_DeleteByName('FRAMES_MONSTER_SERG_SLEEP'); g_Frames_DeleteByName('FRAMES_MONSTER_SERG_GO'); g_Frames_DeleteByName('FRAMES_MONSTER_SERG_DIE'); g_Frames_DeleteByName('FRAMES_MONSTER_SERG_MESS'); g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK'); + g_Frames_DeleteByName('FRAMES_MONSTER_SERG_ATTACK_L'); g_Frames_DeleteByName('FRAMES_MONSTER_SERG_PAIN'); g_Frames_DeleteByName('FRAMES_MONSTER_MAN_SLEEP'); g_Frames_DeleteByName('FRAMES_MONSTER_MAN_GO'); @@ -966,6 +1295,9 @@ begin g_Sound_Delete('SOUND_MONSTER_SPIDER_WALK'); g_Sound_Delete('SOUND_MONSTER_FISH_ATTACK'); + + freeInds.Free(); + freeInds := nil; end; procedure g_Monsters_Init(); @@ -973,52 +1305,74 @@ begin soulcount := 0; end; -procedure g_Monsters_Free(); +procedure g_Monsters_Free (clearGrid: Boolean=true); var a: Integer; begin - if gMonsters <> nil then - for a := 0 to High(gMonsters) do - gMonsters[a].Free(); - + e_LogWritefln('Cleared monster data (clearGrid=%s)', [clearGrid]); + if (clearGrid) then + begin + monsGrid.Free(); + monsGrid := nil; + end; + for a := 0 to High(gMonsters) do gMonsters[a].Free(); gMonsters := nil; + clearUidMap(); + monCheckTrapLastFrameId := 0; + monCheckMPlatLastFrameId := 0; +end; + + +// will be called from map loader +procedure g_Mons_InitTree (x, y, w, h: Integer); +begin + monsGrid.Free(); + monsGrid := TMonsterGrid.Create(x, y, w, h); + //clearUidMap(); // why not? + e_LogWritefln('%s', ['Recreated monster tree']); end; + function g_Monsters_Create(MonsterType: Byte; X, Y: Integer; - Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): Integer; + Direction: TDirection; AdjCoord: Boolean = False; ForcedUID: Integer = -1): TMonster; var find_id: DWORD; + mon: TMonster; begin - Result := -1; + result := nil; -// Íåò òàêîãî ìîíñòðà: - if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then - Exit; + // Íåò òàêîãî ìîíñòðà + if (MonsterType > MONSTER_MAN) or (MonsterType = 0) then exit; -// Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ: + // Ñîáëþäàåì îãðàíè÷åíèå Lost_Soul'îâ if MonsterType = MONSTER_SOUL then - if soulcount > MAX_SOUL then - Exit - else - soulcount := soulcount + 1; + begin + if soulcount > MAX_SOUL then exit; + soulcount := soulcount + 1; + end; + + find_id := allocMonster(); - find_id := FindMonster(); + mon := TMonster.Create(MonsterType, find_id, ForcedUID); + gMonsters[find_id] := mon; + mon.mArrIdx := find_id; + mon.mProxyId := -1; - gMonsters[find_id] := TMonster.Create(MonsterType, find_id, ForcedUID); + uidMap[mon.FUID] := mon; -// Íàñòðàèâàåì ïîëîæåíèå: - with gMonsters[find_id] do + // Íàñòðàèâàåì ïîëîæåíèå + with mon do begin if AdjCoord then - begin - FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2); - FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height; - end + begin + FObj.X := X-FObj.Rect.X - (FObj.Rect.Width div 2); + FObj.Y := Y-FObj.Rect.Y - FObj.Rect.Height; + end else - begin - FObj.X := X-FObj.Rect.X; - FObj.Y := Y-FObj.Rect.Y; - end; + begin + FObj.X := X-FObj.Rect.X; + FObj.Y := Y-FObj.Rect.Y; + end; FDirection := Direction; FStartDirection := Direction; @@ -1026,7 +1380,9 @@ begin FStartY := GameY; end; - Result := find_id; + mon.positionChanged(); + + result := mon; end; procedure g_Monsters_killedp(); @@ -1036,53 +1392,62 @@ begin if gMonsters = nil then Exit; -// Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà: + // Ïðèêîëèñò ñìååòñÿ íàä ñìåðòüþ èãðîêà: h := High(gMonsters); for a := 0 to h do + begin if (gMonsters[a] <> nil) then + begin with gMonsters[a] do + begin if (FMonsterType = MONSTER_MAN) and - (FState <> STATE_DEAD) and - (FState <> STATE_SLEEP) and - (FState <> STATE_DIE) then + (FState <> MONSTATE_DEAD) and + (FState <> MONSTATE_SLEEP) and + (FState <> MONSTATE_DIE) then begin g_Sound_PlayExAt('SOUND_MONSTER_TRUP', FObj.X, FObj.Y); Exit; end; + end; + end; + end; end; procedure g_Monsters_Update(); var a: Integer; begin -// Öåëåóêàçàòåëü: + // Öåëåóêàçàòåëü if gTime mod (GAME_TICK*2) = 0 then begin pt_x := pt_x+pt_xs; pt_y := pt_y+pt_ys; - if Abs(pt_x) > 246 then - pt_xs := -pt_xs; - if Abs(pt_y) > 100 then - pt_ys := -pt_ys; + if abs(pt_x) > 246 then pt_xs := -pt_xs; + if abs(pt_y) > 100 then pt_ys := -pt_ys; end; gMon := True; // Äëÿ ðàáîòû BlockMon'à - if gMonsters <> nil then + if gmon_debug_think or gmon_debug_one_think_step then + begin + gmon_debug_one_think_step := false; for a := 0 to High(gMonsters) do - if (gMonsters[a] <> nil) then - if not gMonsters[a].FRemoved then - begin - if g_Game_IsClient then - gMonsters[a].ClientUpdate() - else - gMonsters[a].Update(); - end + begin + if (gMonsters[a] = nil) then continue; + if not gMonsters[a].FRemoved then + begin + if g_Game_IsClient then + gMonsters[a].ClientUpdate() else - begin - gMonsters[a].Free(); - gMonsters[a] := nil; - end; + gMonsters[a].Update(); + end + else + begin + gMonsters[a].Free(); + gMonsters[a] := nil; + end; + end; + end; gMon := False; end; @@ -1092,9 +1457,12 @@ var a: Integer; begin if gMonsters <> nil then + begin for a := 0 to High(gMonsters) do - if gMonsters[a] <> nil then - gMonsters[a].Draw(); + begin + if (gMonsters[a] <> nil) then gMonsters[a].Draw(); + end; + end; end; procedure g_Monsters_DrawHealth(); @@ -1106,145 +1474,179 @@ begin e_TextureFontGetSize(gStdFont, fW, fH); for a := 0 to High(gMonsters) do + begin if gMonsters[a] <> nil then begin e_TextureFontPrint(gMonsters[a].FObj.X + gMonsters[a].FObj.Rect.X, gMonsters[a].FObj.Y + gMonsters[a].FObj.Rect.Y + gMonsters[a].FObj.Rect.Height - fH, IntToStr(gMonsters[a].FHealth), gStdFont); end; + end; end; -function g_Monsters_Get(UID: Word): TMonster; -var - a: Integer; +function g_Monsters_ByUID (UID: Word): TMonster; begin - Result := nil; - - if gMonsters <> nil then - for a := 0 to High(gMonsters) do - if (gMonsters[a] <> nil) and - (gMonsters[a].FUID = UID) then - begin - Result := gMonsters[a]; - Break; - end; + result := uidMap[UID]; end; -procedure g_Monsters_SaveState(var Mem: TBinMemoryWriter); +procedure g_Monsters_SaveState (st: TStream); var count, i: Integer; - b: Byte; begin -// Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ: + // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ìîíñòðîâ count := 0; - if gMonsters <> nil then - for i := 0 to High(gMonsters) do - if gMonsters[i] <> nil then - if gMonsters[i].FMonsterType <> MONSTER_NONE then - count := count + 1; - - Mem := TBinMemoryWriter.Create((count+1) * 350); + for i := 0 to High(gMonsters) do + begin + if (gMonsters[i] <> nil) and (gMonsters[i].FMonsterType <> MONSTER_NONE) then count += 1; + end; -// Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ: - Mem.WriteInt(pt_x); - Mem.WriteInt(pt_xs); - Mem.WriteInt(pt_y); - Mem.WriteInt(pt_ys); + // Ñîõðàíÿåì èíôîðìàöèþ öåëåóêàçàòåëÿ + utils.writeInt(st, LongInt(pt_x)); + utils.writeInt(st, LongInt(pt_xs)); + utils.writeInt(st, LongInt(pt_y)); + utils.writeInt(st, LongInt(pt_ys)); -// Êîëè÷åñòâî ìîíñòðîâ: - Mem.WriteInt(count); + // Êîëè÷åñòâî ìîíñòðîâ + utils.writeInt(st, LongInt(count)); - if count = 0 then - Exit; + if (count = 0) then exit; -// Ñîõðàíÿåì ìîíñòðîâ: + // Ñîõðàíÿåì ìîíñòðîâ for i := 0 to High(gMonsters) do - if gMonsters[i] <> nil then - if gMonsters[i].FMonsterType <> MONSTER_NONE then - begin - // Òèï ìîíñòðà: - b := gMonsters[i].MonsterType; - Mem.WriteByte(b); + begin + if (gMonsters[i] <> nil) and (gMonsters[i].FMonsterType <> MONSTER_NONE) then + begin + // Òèï ìîíñòðà + utils.writeInt(st, Byte(gMonsters[i].MonsterType)); // Ñîõðàíÿåì äàííûå ìîíñòðà: - gMonsters[i].SaveState(Mem); - end; + gMonsters[i].SaveState(st); + end; + end; end; -procedure g_Monsters_LoadState(var Mem: TBinMemoryReader); + +procedure g_Monsters_LoadState (st: TStream); var - count, i, a: Integer; + count, a: Integer; b: Byte; + mon: TMonster; begin - if Mem = nil then - Exit; + assert(st <> nil); - g_Monsters_Free(); + g_Monsters_Free(false); -// Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ: - Mem.ReadInt(pt_x); - Mem.ReadInt(pt_xs); - Mem.ReadInt(pt_y); - Mem.ReadInt(pt_ys); + // Çàãðóæàåì èíôîðìàöèþ öåëåóêàçàòåëÿ + pt_x := utils.readLongInt(st); + pt_xs := utils.readLongInt(st); + pt_y := utils.readLongInt(st); + pt_ys := utils.readLongInt(st); -// Êîëè÷åñòâî ìîíñòðîâ: - Mem.ReadInt(count); + // Êîëè÷åñòâî ìîíñòðîâ + count := utils.readLongInt(st); - if count = 0 then - Exit; + if (count = 0) then exit; + if (count < 0) or (count > 1024*1024) then raise XStreamError.Create('invalid monster count'); -// Çàãðóæàåì ìîíñòðîâ: + // Çàãðóæàåì ìîíñòðîâ for a := 0 to count-1 do begin - // Òèï ìîíñòðà: - Mem.ReadByte(b); - // Ñîçäàåì ìîíñòðà: - i := g_Monsters_Create(b, 0, 0, D_LEFT); - if i < 0 then - begin - raise EBinSizeError.Create('g_Monsters_LoadState: ID = -1 (Can''t create)'); - end; - // Çàãðóæàåì äàííûå ìîíñòðà: - gMonsters[i].LoadState(Mem); + // Òèï ìîíñòðà + b := utils.readByte(st); + // Ñîçäàåì ìîíñòðà + mon := g_Monsters_Create(b, 0, 0, TDirection.D_LEFT); + if (mon = nil) then raise XStreamError.Create('g_Monsters_LoadState: ID = -1 (can''t create)'); + // Çàãðóæàåì äàííûå ìîíñòðà + mon.LoadState(st); end; end; -function g_Monsters_GetIDByName(name: String): Integer; + +// ////////////////////////////////////////////////////////////////////////// // +function g_Mons_SpawnAt (monType: Integer; x, y: Integer; dir: TDirection=TDirection.D_LEFT): TMonster; overload; +begin + result := nil; + if (monType >= MONSTER_DEMON) and (monType <= MONSTER_MAN) then + begin + result := g_Monsters_Create(monType, x, y, dir); + end; +end; + + +function g_Mons_SpawnAt (const typeName: AnsiString; x, y: Integer; dir: TDirection=TDirection.D_LEFT): TMonster; overload; +begin + result := g_Mons_SpawnAt(g_Mons_TypeIdByName(typeName), x, y, dir); +end; + + + +// ////////////////////////////////////////////////////////////////////////// // +function g_Mons_TypeLo (): Integer; inline; begin result := Low(MONSTERTABLE); end; +function g_Mons_TypeHi (): Integer; inline; begin result := High(MONSTERTABLE); end; + + +function g_Mons_TypeIdByName (const name: String): Integer; var i: Integer; begin - name := UpperCase(name); i := MONSTER_DEMON; while (i <= MONSTER_MAN) do begin - if name = MONSTERTABLE[i].Name then + if (CompareText(name, MONSTERTABLE[i].Name) = 0) then begin - Result := i; - Exit; + result := i; + exit; end; Inc(i); end; - - Result := -1; + result := -1; + // HACK! + if (CompareText(name, 'zombie') = 0) then result := MONSTER_ZOMBY; end; -function g_Monsters_GetNameByID(MonsterType: Byte): String; + +function g_Mons_NameByTypeId (monType: Integer): AnsiString; begin - if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then - Result := MONSTERTABLE[MonsterType].Name + if (monType >= MONSTER_DEMON) and (monType <= MONSTER_MAN) then + result := MONSTERTABLE[monType].Name else - Result := '?'; + result := '?'; end; -function g_Monsters_GetKilledBy(MonsterType: Byte): String; + +function g_Mons_GetKilledByTypeId (monType: Integer): AnsiString; begin - if MonsterType in [MONSTER_DEMON..MONSTER_MAN] then - Result := KilledByMonster[MonsterType] + if (monType >= MONSTER_DEMON) and (monType <= MONSTER_MAN) then + Result := KilledByMonster[monType] else Result := '?'; end; + +// ////////////////////////////////////////////////////////////////////////// // { T M o n s t e r : } +procedure TMonster.setGameX (v: Integer); inline; begin FObj.X := v; positionChanged(); end; +procedure TMonster.setGameY (v: Integer); inline; begin FObj.Y := v; positionChanged(); end; + +procedure TMonster.setPosition (ax, ay: Integer; callPosChanged: Boolean=true); inline; begin FObj.X := ax; FObj.Y := ay; if callPosChanged then positionChanged(); end; + +procedure TMonster.moveBy (dx, dy: Integer); inline; +begin + if (dx <> 0) or (dy <> 0) then + begin + FObj.X += dx; + FObj.Y += dy; + positionChanged(); + end; +end; + +procedure TMonster.doDamage (v: Integer); +begin + if (v <= 0) then exit; + if (v > 32767) then v := 32767; + Damage(v, 0, 0, 0, mEDamageType); +end; + procedure TMonster.ActionSound(); begin case FMonsterType of @@ -1433,8 +1835,8 @@ begin FObj.Accel.X := 0; FObj.Accel.Y := 0; FDirection := FStartDirection; - GameX := FStartX; - GameY := FStartY; + {GameX}FObj.X := FStartX; + {GameY}FObj.Y := FStartY; FObj.Rect := MONSTERTABLE[FMonsterType].Rect; FHealth := MONSTERTABLE[FMonsterType].Health; FAmmo := 0; @@ -1446,7 +1848,7 @@ begin FChainFire := False; FShellTimer := -1; - FState := STATE_SLEEP; + FState := MONSTATE_SLEEP; FCurAnim := ANIM_SLEEP; positionChanged(); // this updates spatial accelerators @@ -1461,7 +1863,7 @@ end; constructor TMonster.Create(MonsterType: Byte; aID: Integer; ForcedUID: Integer = -1); var a: Integer; - FramesID: DWORD; + FramesID: DWORD = 0; s: String; res: Boolean; begin @@ -1474,7 +1876,7 @@ begin g_Obj_Init(@FObj); - FState := STATE_SLEEP; + FState := MONSTATE_SLEEP; FCurAnim := ANIM_SLEEP; FHealth := MONSTERTABLE[MonsterType].Health; FMaxHealth := FHealth; @@ -1490,6 +1892,13 @@ begin FFireTime := 0; FFirePainTime := 0; FFireAttacker := 0; + mEDamageType := HIT_SOME; + + mProxyId := -1; + mArrIdx := -1; + trapCheckFrameId := 0; + mplatCheckFrameId := 0; + mNeedSend := false; if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then FBloodKind := BLOOD_SPARKS @@ -1518,8 +1927,8 @@ begin for a := 0 to High(FAnim) do begin - FAnim[a, D_LEFT] := nil; - FAnim[a, D_RIGHT] := nil; + FAnim[a, TDirection.D_LEFT] := nil; + FAnim[a, TDirection.D_RIGHT] := nil; end; for a := ANIM_SLEEP to ANIM_PAIN do @@ -1544,15 +1953,15 @@ begin if g_Frames_Get(FramesID, 'FRAMES_MONSTER_'+MONSTERTABLE[MonsterType].Name+ '_'+ANIMTABLE[ANIM_DIE].name) then begin - FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop, + FAnim[a, TDirection.D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop, MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]); - FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop, + FAnim[a, TDirection.D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[ANIM_DIE].loop, MONSTER_ANIMTABLE[MonsterType].AnimSpeed[ANIM_DIE]); Continue; end; end; - FAnim[a, D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop, + FAnim[a, TDirection.D_RIGHT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop, MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]); // Åñëè åñòü îòäåëüíàÿ ëåâàÿ àíèìàöèÿ - çàãðóæàåì: @@ -1564,7 +1973,7 @@ begin g_Frames_Get(FramesID, s); end; - FAnim[a, D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop, + FAnim[a, TDirection.D_LEFT] := TAnimation.Create(FramesID, ANIMTABLE[a].loop, MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a]); end; @@ -1586,19 +1995,25 @@ begin Result := False; // Óìèðàåò, óìåð èëè âîñêðåøàåòñÿ => óðîí äåëàòü íåêîìó: - if (FState = STATE_DEAD) or (FState = STATE_DIE) or (FState = STATE_REVIVE) then + if (FState = MONSTATE_DEAD) or (FState = MONSTATE_DIE) or (FState = MONSTATE_REVIVE) then Exit; // Ðûáó â âîäå áüåò òîêîì => ïàíèêà áåç óðîíà: if (t = HIT_ELECTRO) and (FMonsterType = MONSTER_FISH) and g_Game_IsServer then begin FSleep := 20; - if Random(2) = 0 then - FDirection := D_RIGHT - else - FDirection := D_LEFT; + if Random(2) = 0 then FDirection := TDirection.D_RIGHT else FDirection := TDirection.D_LEFT; Result := True; - SetState(STATE_RUN); + SetState(MONSTATE_RUN); + Exit; + end; + +// Àð÷è íå ãîðÿò, ÷åðåïà óæå ãîðÿò + if (t = HIT_FLAME) and (FMonsterType in [MONSTER_VILE, MONSTER_SOUL]) then + begin + // Ïðîñíóòüñÿ âñå-òàêè ñòîèò + if FState = MONSTATE_SLEEP then + SetState(MONSTATE_GO); Exit; end; @@ -1619,10 +2034,10 @@ begin FPain := FPain+aDamage; // Åñëè áîëü ñóùåñòâåííàÿ, òî ìåíÿåì ñîñòîÿíèå íà áîëåâîå: - if FState <> STATE_PAIN then + if FState <> MONSTATE_PAIN then if (FPain >= MONSTERTABLE[FMonsterType].MinPain) and (FMonsterType <> MONSTER_BARREL) then - SetState(STATE_PAIN); + SetState(MONSTATE_PAIN); // Åñëè ðàçðåøåíà êðîâü - ñîçäàåì áðûçãè êðîâè: if (gBloodCount > 0) then @@ -1640,8 +2055,7 @@ begin end; // Òåïåðü öåëü - óäàðèâøèé, åñëè òîëüêî íå ñàì ñåáÿ: - if (SpawnerUID <> FUID) and - (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then + if (SpawnerUID <> FUID) and (BehaviourDamage(SpawnerUID, FBehaviour, FMonsterType)) then begin FTargetUID := SpawnerUID; FTargetTime := 0; @@ -1688,9 +2102,10 @@ begin it := g_Items_Create(FObj.X + (FObj.Rect.Width div 2), FObj.Y + (FObj.Rect.Height div 2), c, True, False); - g_Obj_Push(g_ItemObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7), - (FObj.Vel.Y div 2)-Random(4)); - positionChanged(); // this updates spatial accelerators + g_Items_SetDrop(it); // mark it as monster drop + g_Obj_Push(g_Items_ObjByIdx(it), (FObj.Vel.X div 2)-3+Random(7), + (FObj.Vel.Y div 2)-Random(4)); + //positionChanged(); // this updates spatial accelerators if g_Game_IsServer and g_Game_IsNet then MH_SEND_ItemSpawn(True, it); end; @@ -1703,6 +2118,7 @@ begin begin FObj.Rect.Y := FObj.Rect.Y + FObj.Rect.Height-12; FObj.Rect.Height := 12; + positionChanged(); end; // Óðîí áûë ñèëüíûì => ñëàáûå - â êàøó: @@ -1712,12 +2128,12 @@ begin (FMonsterType = MONSTER_MAN)) then begin g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y); - SetState(STATE_DIE, ANIM_MESS); + SetState(MONSTATE_DIE, ANIM_MESS); end else begin DieSound(); - SetState(STATE_DIE); + SetState(MONSTATE_DIE); end; // Àêòèâèðîâàòü òðèããåðû, æäóùèå ñìåðòè ýòîãî ìîíñòðà: @@ -1726,10 +2142,10 @@ begin FHealth := 0; end else - if FState = STATE_SLEEP then + if FState = MONSTATE_SLEEP then begin // Ñïàë, ðàçáóäèëè íåñìåðòåëüíûì óäàðîì: FPain := MONSTERTABLE[FMonsterType].Pain; - SetState(STATE_GO); + SetState(MONSTATE_GO); end; if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID); @@ -1741,14 +2157,13 @@ begin Result := False; if g_Game_IsClient then Exit; - if not Live then + if not alive then Exit; if FHealth < FMaxHealth then begin IncMax(FHealth, Value, FMaxHealth); - if g_Game_IsServer and g_Game_IsNet then - MH_SEND_MonsterState(FUID); + if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterState(FUID); Result := True; end; end; @@ -1759,12 +2174,33 @@ var begin for a := 0 to High(FAnim) do begin - FAnim[a, D_LEFT].Free(); - FAnim[a, D_RIGHT].Free(); + FAnim[a, TDirection.D_LEFT].Free(); + FAnim[a, TDirection.D_RIGHT].Free(); end; vilefire.Free(); + if (mProxyId <> -1) then + begin + if (monsGrid <> nil) then + begin + monsGrid.removeBody(mProxyId); + {$IF DEFINED(D2F_DEBUG_MONS_MOVE)} + e_WriteLog(Format('monster #%d:(%u): removed from grid; mProxyid=%d', [mArrIdx, UID, mProxyId]), MSG_NOTIFY); + {$ENDIF} + end; + mProxyId := -1; + end; + + if (mArrIdx <> -1) and (mArrIdx < Length(gMonsters)) then + begin + freeInds.release(mArrIdx); + gMonsters[mArrIdx] := nil; + end; + mArrIdx := -1; + + uidMap[FUID] := nil; + inherited Destroy(); end; @@ -1779,18 +2215,22 @@ begin // Åñëè êîëäóí ñòðåëÿåò, òî ðèñóåì îãîíü: if FMonsterType = MONSTER_VILE then - if FState = STATE_SHOOT then + if FState = MONSTATE_SHOOT then if GetPos(FTargetUID, @o) then vilefire.Draw(o.X+o.Rect.X+(o.Rect.Width div 2)-32, - o.Y+o.Rect.Y+o.Rect.Height-128, M_NONE); + o.Y+o.Rect.Y+o.Rect.Height-128, TMirrorType.None); // Íå â îáëàñòè ðèñîâàíèÿ íå ðåñóåì: - if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height, - sX-128, sY-128, sWidth+256, sHeight+256) then - Exit; +//FIXME! + if (g_dbg_scale = 1.0) then + begin + if not g_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height, + sX-128, sY-128, sWidth+256, sHeight+256) then + Exit; + end; // Ýòè ìîíñòðû, óìèðàÿ, íå îñòàâëÿþò òðóïîâ: - if FState = STATE_DEAD then + if FState = MONSTATE_DEAD then case FMonsterType of MONSTER_BARREL, MONSTER_SOUL, MONSTER_PAIN: Exit; end; @@ -1799,22 +2239,22 @@ begin if FAnim[FCurAnim, FDirection] <> nil then begin // Åñëè íåò ëåâîé àíèìàöèè èëè îíà ñîâïàäàåò ñ ïðàâîé => îòðàæàåì ïðàâóþ: - if (FDirection = D_LEFT) and + if (FDirection = TDirection.D_LEFT) and ((not MONSTER_ANIMTABLE[FMonsterType].LeftAnim) or - (FAnim[FCurAnim, D_LEFT].FramesID = FAnim[FCurAnim, D_RIGHT].FramesID)) and + (FAnim[FCurAnim, TDirection.D_LEFT].FramesID = FAnim[FCurAnim, TDirection.D_RIGHT].FramesID)) and (FMonsterType <> MONSTER_BARREL) then - m := M_HORIZONTAL + m := TMirrorType.Horizontal else - m := M_NONE; + m := TMirrorType.None; // Ëåâàÿ àíèìàöèÿ => ìåíÿåì ñìåùåíèå îòíîñèòåëüíî öåíòðà: - if (FDirection = D_LEFT) and + if (FDirection = TDirection.D_LEFT) and (FMonsterType <> MONSTER_BARREL) then begin dx := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].X; dy := MONSTER_ANIMTABLE[FMonsterType].AnimDeltaLeft[FCurAnim].Y; - if m = M_HORIZONTAL then + if m = TMirrorType.Horizontal then begin // Íåò îòäåëüíîé ëåâîé àíèìàöèè // Ðàññòîÿíèå îò êðàÿ òåêñòóðû äî êðàÿ âèçóàëüíîãî ïîëîæåíèÿ îáúåêòà íà òåêñòóðå: c := (MONSTERTABLE[FMonsterType].Rect.X - dx) + MONSTERTABLE[FMonsterType].Rect.Width; @@ -1869,8 +2309,7 @@ procedure TMonster.Push(vx, vy: Integer); begin FObj.Accel.X := FObj.Accel.X + vx; FObj.Accel.Y := FObj.Accel.Y + vy; - if g_Game_IsServer and g_Game_IsNet then - MH_SEND_MonsterPos(FUID); + if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID); end; procedure TMonster.SetState(State: Byte; ForceAnim: Byte = 255); @@ -1879,14 +2318,14 @@ var begin // Åñëè ñîñòîÿíèå = íà÷àëè óìèðàòü, à ýòîò ìîíñòð = Lost_Soul, // òî ñîáëþäàåì îãðàíè÷åíèå êîëè÷åñòâà Lost_Soul'îâ: - if (State = STATE_DIE) and (MonsterType = MONSTER_SOUL) then + if (State = MONSTATE_DIE) and (MonsterType = MONSTER_SOUL) then soulcount := soulcount-1; // Ïðèñìåðòè - íåëüçÿ ñðàçó íà÷èíàòü àòàêîâàòü èëè áåãàòü: case FState of - STATE_DIE, STATE_DEAD, STATE_REVIVE: - if (State <> STATE_DEAD) and (State <> STATE_REVIVE) and - (State <> STATE_GO) then + MONSTATE_DIE, MONSTATE_DEAD, MONSTATE_REVIVE: + if (State <> MONSTATE_DEAD) and (State <> MONSTATE_REVIVE) and + (State <> MONSTATE_GO) then Exit; end; @@ -1897,14 +2336,14 @@ begin // Íîâàÿ àíèìàöèÿ ïðè íîâîì ñîñòîÿíèè: case FState of - STATE_SLEEP: Anim := ANIM_SLEEP; - STATE_PAIN: Anim := ANIM_PAIN; - STATE_WAIT: Anim := ANIM_SLEEP; - STATE_CLIMB, STATE_RUN, STATE_RUNOUT, STATE_GO: Anim := ANIM_GO; - STATE_SHOOT: Anim := ANIM_ATTACK; - STATE_ATTACK: Anim := ANIM_ATTACK; - STATE_DIE: Anim := ANIM_DIE; - STATE_REVIVE: + MONSTATE_SLEEP: Anim := ANIM_SLEEP; + MONSTATE_PAIN: Anim := ANIM_PAIN; + MONSTATE_WAIT: Anim := ANIM_SLEEP; + MONSTATE_CLIMB, MONSTATE_RUN, MONSTATE_RUNOUT, MONSTATE_GO: Anim := ANIM_GO; + MONSTATE_SHOOT: Anim := ANIM_ATTACK; + MONSTATE_ATTACK: Anim := ANIM_ATTACK; + MONSTATE_DIE: Anim := ANIM_DIE; + MONSTATE_REVIVE: begin // íà÷àëè âîñðåøàòüñÿ Anim := FCurAnim; FAnim[Anim, FDirection].Revert(True); @@ -1965,19 +2404,20 @@ begin FObj.X := X - FObj.Rect.X; FObj.Y := Y - FObj.Rect.Y; + positionChanged(); if dir = 1 then - FDirection := D_LEFT + FDirection := TDirection.D_LEFT else if dir = 2 then - FDirection := D_RIGHT + FDirection := TDirection.D_RIGHT else if dir = 3 then begin // îáðàòíîå - if FDirection = D_RIGHT then - FDirection := D_LEFT + if FDirection = TDirection.D_RIGHT then + FDirection := TDirection.D_LEFT else - FDirection := D_RIGHT; + FDirection := TDirection.D_RIGHT; end; // Ýôôåêò òåëåïîðòà â òî÷êå íàçíà÷åíèÿ: @@ -1993,8 +2433,7 @@ begin NET_GFX_TELE); end; - if g_Game_IsServer and g_Game_IsNet then - MH_SEND_MonsterPos(FUID); + if g_Game_IsServer and g_Game_IsNet then MH_SEND_MonsterPos(FUID); Result := True; end; @@ -2004,6 +2443,9 @@ var st: Word; o, co: TObj; fall: Boolean; + mon: TMonster; + mit: PMonster; + it: TMonsterGrid.Iter; label _end; begin @@ -2012,15 +2454,15 @@ begin // Ðûáû "ëåòàþò" òîëüêî â âîäå: if FMonsterType = MONSTER_FISH then if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then - if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then + if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then fall := False; // Ëåòàþùèå ìîíòñðû: if ((FMonsterType = MONSTER_SOUL) or (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_CACO)) and - (FState <> STATE_DIE) and - (FState <> STATE_DEAD) then + (FState <> MONSTATE_DIE) and + (FState <> MONSTATE_DEAD) then fall := False; // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì: @@ -2040,12 +2482,21 @@ begin st := g_Obj_Move(@FObj, fall, True, True); positionChanged(); // this updates spatial accelerators +// Åñëè ãîðèì - ïîäæèãàåì äðóãèõ ìîíñòðîâ, íî íå íà 100 òèêîâ êàæäûé ðàç: + if FFireTime > 0 then + begin + it := monsGrid.forEachInAABB(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height); + for mit in it do + if mit.UID <> FUID then + mit.CatchFire(FFireAttacker, FFireTime); + end; + // Âûëåòåë çà êàðòó - óäàëÿåì è çàïóñêàåì òðèããåðû: if WordBool(st and MOVE_FALLOUT) or (FObj.X < -1000) or (FObj.X > gMapInfo.Width+1000) or (FObj.Y < -1000) then begin FRemoved := True; - if Live and (gLMSRespawn = LMS_RESPAWN_NONE) then + if alive and (gLMSRespawn = LMS_RESPAWN_NONE) then begin Inc(gCoopMonstersKilled); if g_Game_IsNet then @@ -2058,7 +2509,7 @@ begin oldvelx := FObj.Vel.X; // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà: - if (FState = STATE_DIE) or (FState = STATE_DEAD) then + if (FState = MONSTATE_DIE) or (FState = MONSTATE_DEAD) then FObj.Vel.X := z_dec(FObj.Vel.X, 1); if FFireTime > 0 then @@ -2069,7 +2520,7 @@ begin begin OnFireFlame(1); FFireTime := FFireTime - 1; - if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then + if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then if FFirePainTime = 0 then begin Damage(5, FFireAttacker, 0, 0, HIT_FLAME); @@ -2081,15 +2532,15 @@ begin end; // Ìåðòâûé íè÷åãî íå äåëàåò: - if (FState = STATE_DEAD) then + if (FState = MONSTATE_DEAD) then goto _end; // AI ìîíñòðîâ âûêëþ÷åí: if g_debug_MonsterOff then begin FSleep := 1; - if FState <> STATE_SLEEP then - SetState(STATE_SLEEP); + if FState <> MONSTATE_SLEEP then + SetState(MONSTATE_SLEEP); end; // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå: @@ -2115,7 +2566,7 @@ begin // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ: if FMonsterType = MONSTER_BARREL then begin - if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and + if (FState = MONSTATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and (FAnim[FCurAnim, FDirection].Counter = 0) then g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2), FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16, @@ -2160,8 +2611,8 @@ begin // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè: if fall then - if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT, - STATE_ATTACK, STATE_SHOOT]) then + if (FState in [MONSTATE_GO, MONSTATE_RUN, MONSTATE_RUNOUT, + MONSTATE_ATTACK, MONSTATE_SHOOT]) then if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height, 50) then if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and @@ -2169,7 +2620,7 @@ begin FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump; case FState of - STATE_PAIN: // Ñîñòîÿíèå - Áîëü + MONSTATE_PAIN: // Ñîñòîÿíèå - Áîëü begin // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò: if FPain >= MONSTERTABLE[FMonsterType].Pain then @@ -2188,11 +2639,11 @@ begin begin FPain := 0; FAmmo := -9; - SetState(STATE_GO); + SetState(MONSTATE_GO); end; end; - STATE_SLEEP: // Ñîñòîÿíèå - Ñîí + MONSTATE_SLEEP: // Ñîñòîÿíèå - Ñîí begin // Ñïèì: FSleep := FSleep + 1; @@ -2208,7 +2659,7 @@ begin // Åñëè åñòü èãðîê ðÿäîì, ïðîñûïàåìñÿ è èäåì ê íåìó: if (gPlayers <> nil) then for a := 0 to High(gPlayers) do - if (gPlayers[a] <> nil) and (gPlayers[a].Live) + if (gPlayers[a] <> nil) and (gPlayers[a].alive) and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then with gPlayers[a] do if g_Look(@FObj, @Obj, FDirection) then @@ -2216,7 +2667,7 @@ begin FTargetUID := gPlayers[a].UID; FTargetTime := 0; WakeUpSound(); - SetState(STATE_GO); + SetState(MONSTATE_GO); Break; end; @@ -2226,7 +2677,7 @@ begin // Åñëè åñòü ïîäõîäÿùèé ìîíñòð ðÿäîì: if gMonsters <> nil then for a := 0 to High(gMonsters) do - if (gMonsters[a] <> nil) and (gMonsters[a].Live) and + if (gMonsters[a] <> nil) and (gMonsters[a].alive) and (gMonsters[a].FUID <> FUID) then begin // Ìàíüÿêè íàïàäàþò íà âñåõ ìîíñòðîâ, êðîìå äðóçåé @@ -2245,30 +2696,30 @@ begin FTargetUID := gMonsters[a].UID; FTargetTime := 0; WakeUpSound(); - SetState(STATE_GO); + SetState(MONSTATE_GO); Break; end; end; end; - STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå + MONSTATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå begin // Æäåì: FSleep := FSleep - 1; // Âûæäàëè äîñòàòî÷íî - èäåì: if FSleep < 0 then - SetState(STATE_GO); + SetState(MONSTATE_GO); end; - STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè) + MONSTATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè) begin // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî: if WordBool(st and MOVE_BLOCK) then begin Turn(); FSleep := 40; - SetState(STATE_RUNOUT); + SetState(MONSTATE_RUNOUT); goto _end; end; @@ -2278,7 +2729,7 @@ begin if isCorpse(@FObj, False) <> -1 then begin FObj.Vel.X := 0; - SetState(STATE_ATTACK, ANIM_ATTACK2); + SetState(MONSTATE_ATTACK, ANIM_ATTACK2); goto _end; end; @@ -2316,9 +2767,9 @@ begin // Ïîâîðà÷èâàåìñÿ â ñòîðîíó öåëè: if sx > 0 then - FDirection := D_RIGHT + FDirection := TDirection.D_RIGHT else - FDirection := D_LEFT; + FDirection := TDirection.D_LEFT; // Åñëè ìîíñòð óìååò ñòðåëÿòü è åñòü ïî êîìó - ñòðåëÿåì: if canShoot(FMonsterType) and (FTargetUID <> 0) then @@ -2331,11 +2782,11 @@ begin if FMonsterType <> MONSTER_FISH then begin FSleep := 15; - SetState(STATE_RUN); + SetState(MONSTATE_RUN); if Random(2) = 0 then - FDirection := D_LEFT + FDirection := TDirection.D_LEFT else - FDirection := D_RIGHT; + FDirection := TDirection.D_RIGHT; goto _end; end; @@ -2347,7 +2798,7 @@ begin FObj.Rect.Height, FUID, ACTIVATE_MONSTERPRESS) <> nil then begin // Ñìîãëè íàæàòü êíîïêó - íåáîëüøîå îæèäàíèå FSleep := 4; - SetState(STATE_WAIT); + SetState(MONSTATE_WAIT); goto _end; end; @@ -2360,7 +2811,7 @@ begin begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè // Ïðûæîê ÷åðåç ñòåíó: FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump; - SetState(STATE_CLIMB); + SetState(MONSTATE_CLIMB); end; end; @@ -2378,13 +2829,12 @@ begin if g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj) then begin // "Ñòîèò" òâåðäî // Ðûáà òðåïûõàåòñÿ íà ïîâåðõíîñòè: - if FObj.Accel.Y = 0 then - FObj.Vel.Y := -6; + if FObj.Accel.Y = 0 then FObj.Vel.Y := -6; FObj.Accel.X := FObj.Accel.X - 8 + Random(17); end; // Ðûáå áîëüíî: - SetState(STATE_PAIN); + SetState(MONSTATE_PAIN); FPain := FPain + 50; end else // Ðûáà â âîäå @@ -2397,17 +2847,17 @@ begin // Ðûáà ïëûâåò ââåðõ: if FObj.Vel.Y < 0 then - if not g_Obj_CollideWater(@FObj, 0, -16) then + if not g_Obj_CollideLiquid(@FObj, 0, -16) then begin // Âñïëûëè äî ïîâåðõíîñòè - ñòîï: FObj.Vel.Y := 0; // Ïëàâàåì òóäà-ñþäà: if Random(2) = 0 then - FDirection := D_LEFT + FDirection := TDirection.D_LEFT else - FDirection := D_RIGHT; + FDirection := TDirection.D_RIGHT; FSleep := 20; - SetState(STATE_RUN); + SetState(MONSTATE_RUN); end; end; end @@ -2429,7 +2879,7 @@ begin if b > 1 then b := b * (Random(8 div b) + 1); for a := 0 to High(gGibs) do begin - if gGibs[a].Live and + if gGibs[a].alive and g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4, FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then begin @@ -2442,7 +2892,6 @@ begin begin g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî end; - positionChanged(); // this updates spatial accelerators end; end; end; @@ -2484,7 +2933,7 @@ begin end; // Áåæèì â âûáðàííóþ ñòîðîíó: - if FDirection = D_RIGHT then + if FDirection = TDirection.D_RIGHT then FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel else FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel; @@ -2497,14 +2946,14 @@ begin FObj.Vel.X := 0; end; - STATE_RUN: // Ñîñòîÿíèå - Áåã + MONSTATE_RUN: // Ñîñòîÿíèå - Áåã begin // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî: if WordBool(st and MOVE_BLOCK) then begin Turn(); FSleep := 40; - SetState(STATE_RUNOUT); + SetState(MONSTATE_RUNOUT); goto _end; end; @@ -2515,7 +2964,7 @@ begin if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then begin FSleep := 0; - SetState(STATE_GO); + SetState(MONSTATE_GO); // Ñòåíà - èäåì îáðàòíî: if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then Turn(); @@ -2525,7 +2974,7 @@ begin end; // Áåæèì â âûáðàííóþ ñòîðîíó: - if FDirection = D_RIGHT then + if FDirection = TDirection.D_RIGHT then FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel else FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel; @@ -2538,7 +2987,7 @@ begin FObj.Vel.X := 0; end; - STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî + MONSTATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî begin // Âûøëè èç ÁëîêÌîíà: if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then @@ -2550,7 +2999,7 @@ begin if FSleep <= -18 then begin FSleep := 0; - SetState(STATE_GO); + SetState(MONSTATE_GO); // Ñòåíà/ÁëîêÌîí - èäåì îáðàòíî: if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then Turn(); @@ -2560,7 +3009,7 @@ begin end; // Áåæèì â âûáðàííóþ ñòîðîíó: - if FDirection = D_RIGHT then + if FDirection = TDirection.D_RIGHT then FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel else FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel; @@ -2573,26 +3022,26 @@ begin FObj.Vel.X := 0; end; - STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó) + MONSTATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó) begin // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã: if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or (not WordBool(st and MOVE_HITWALL)) then begin FSleep := 0; - SetState(STATE_GO); + SetState(MONSTATE_GO); // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå: if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then begin Turn(); FSleep := 15; - SetState(STATE_RUN); + SetState(MONSTATE_RUN); end; end; // Áåæèì â âûáðàííóþ ñòîðîíó: - if FDirection = D_RIGHT then + if FDirection = TDirection.D_RIGHT then FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel else FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel; @@ -2605,14 +3054,14 @@ begin FObj.Vel.X := 0; end; - STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà - STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà + MONSTATE_ATTACK, // Ñîñòîÿíèå - Àòàêà + MONSTATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà begin // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã: if FMonsterType = MONSTER_SOUL then begin if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then - SetState(STATE_GO); + SetState(MONSTATE_GO); goto _end; end; @@ -2622,12 +3071,12 @@ begin FObj.Vel.X := z_dec(FObj.Vel.X, 1); // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí: - if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then + if (FMonsterType = MONSTER_VILE) and (FState = MONSTATE_SHOOT) then begin // Öåëü ïîãèáëà => èäåì äàëüøå: if not GetPos(FTargetUID, @o) then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); goto _end; end; @@ -2635,7 +3084,7 @@ begin // Öåëü íå âèäíî => èäåì äàëüøå: if not g_Look(@FObj, @o, FDirection) then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); goto _end; end; @@ -2643,7 +3092,7 @@ begin // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå: if g_Obj_CollideWater(@o, 0, 0) then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); goto _end; end; @@ -2659,11 +3108,11 @@ begin _end: // Ñîñòîÿíèå - Âîñêðåøåíèå: - if FState = STATE_REVIVE then + if FState = MONSTATE_REVIVE then if FAnim[FCurAnim, FDirection].Played then begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå: FAnim[FCurAnim, FDirection].Revert(False); - SetState(STATE_GO); + SetState(MONSTATE_GO); end; // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò: @@ -2671,46 +3120,47 @@ _end: vilefire.Update(); // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà: - if (FState = STATE_DIE) and + if (FState = MONSTATE_DIE) and (FAnim[FCurAnim, FDirection] <> nil) and (FAnim[FCurAnim, FDirection].Played) then begin // Óìåð: - SetState(STATE_DEAD); + SetState(MONSTATE_DEAD); // Pain_Elemental ïðè ñìåðòè âûïóñêàåò 3 Lost_Soul'à: if (FMonsterType = MONSTER_PAIN) then begin - sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30, - FObj.Y+FObj.Rect.Y+20, D_LEFT); - if sx <> -1 then + mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-30, + FObj.Y+FObj.Rect.Y+20, TDirection.D_LEFT); + if mon <> nil then begin - gMonsters[sx].SetState(STATE_GO); - gMonsters[sx].FNoRespawn := True; + mon.SetState(MONSTATE_GO); + mon.FNoRespawn := True; Inc(gTotalMonsters); - if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID); + if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID); end; - sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2), - FObj.Y+FObj.Rect.Y+20, D_RIGHT); - if sx <> -1 then + mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2), + FObj.Y+FObj.Rect.Y+20, TDirection.D_RIGHT); + if mon <> nil then begin - gMonsters[sx].SetState(STATE_GO); - gMonsters[sx].FNoRespawn := True; + mon.SetState(MONSTATE_GO); + mon.FNoRespawn := True; Inc(gTotalMonsters); - if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID); + if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID); end; - sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15, - FObj.Y+FObj.Rect.Y, D_RIGHT); - if sx <> -1 then + mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-15, + FObj.Y+FObj.Rect.Y, TDirection.D_RIGHT); + if mon <> nil then begin - gMonsters[sx].SetState(STATE_GO); - gMonsters[sx].FNoRespawn := True; + mon.SetState(MONSTATE_GO); + mon.FNoRespawn := True; Inc(gTotalMonsters); - if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID); + if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID); end; - if g_Game_IsNet then MH_SEND_CoopStats(gMonsters[sx].UID); + + if g_Game_IsNet then MH_SEND_CoopStats(); end; // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ: @@ -2721,22 +3171,22 @@ _end: end; // Ñîâåðøåíèå àòàêè è ñòðåëüáû: - if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then + if (FState = MONSTATE_ATTACK) or (FState = MONSTATE_SHOOT) then if (FAnim[FCurAnim, FDirection] <> nil) then // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü if (FAnim[FCurAnim, FDirection].Played) then begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã - if FState = STATE_ATTACK then + if FState = MONSTATE_ATTACK then begin // Ñîñòîÿíèå - Àòàêà // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã: if FMonsterType <> MONSTER_SOUL then - SetState(STATE_GO); + SetState(MONSTATE_GO); end else // Ñîñòîÿíèå - Ñòðåëüáà begin // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç: if not FChainFire then - SetState(STATE_GO) + SetState(MONSTATE_GO) else begin // Íàäî ñòðåëÿòü åùå FChainFire := False; @@ -2756,7 +3206,7 @@ _end: (FAnim[FCurAnim, FDirection].TotalFrames div 2)) ) then begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè - if FState = STATE_ATTACK then + if FState = MONSTATE_ATTACK then begin // Ñîñòîÿíèå - Àòàêà // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè: if FMonsterType = MONSTER_SOUL then @@ -2768,7 +3218,7 @@ _end: if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã: if FMonsterType = MONSTER_SOUL then - SetState(STATE_GO); + SetState(MONSTATE_GO); MONSTER_FISH: // Ðûáà êóñàåò ïåðâîãî ïîïàâøåãîñÿ ñî çâóêîì: @@ -2780,7 +3230,7 @@ _end: if FCurAnim = ANIM_ATTACK2 then begin o := FObj; - o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50); + o.Vel.X := IfThen(FDirection = TDirection.D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50); if g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME) <> 0 then g_Sound_PlayExAt('SOUND_MONSTER_SKEL_HIT', FObj.X, FObj.Y); end; @@ -2792,7 +3242,7 @@ _end: sx := isCorpse(@FObj, True); if sx <> -1 then begin // Íàøëè, êîãî âîñêðåñèòü - gMonsters[sx].SetState(STATE_REVIVE); + gMonsters[sx].SetState(MONSTATE_REVIVE); g_Sound_PlayExAt('SOUND_MONSTER_SLOP', FObj.X, FObj.Y); // Âîñêðåøàòü - ñåáå âðåäèòü: {g_Weapon_HitUID(FUID, 5, 0, HIT_SOME);} @@ -2806,7 +3256,7 @@ _end: // Âû÷èñëÿåì êîîðäèíàòû, îòêóäà âûëåòèò ïóëÿ: wx := MONSTER_ANIMTABLE[FMonsterType].wX; - if FDirection = D_LEFT then + if FDirection = TDirection.D_LEFT then begin wx := MONSTER_ANIMTABLE[FMonsterType].wX-(MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)); wx := MONSTERTABLE[FMonsterType].Rect.X+(MONSTERTABLE[FMonsterType].Rect.Width div 2)-wx; @@ -2815,6 +3265,19 @@ _end: wx := FObj.X + wx; wy := FObj.Y + MONSTER_ANIMTABLE[FMonsterType].wY; + // Ìîíñòð íå ìîæåò öåëèòüñÿ â îáúåêò çà ñïèíîé, ñòðåëÿÿ âëåâî: + if (FDirection = TDirection.D_LEFT) and (tx > wx) then + begin + tx := wx - 32; + ty := wy + Random(11) - 5; + end; + // È àíàëîãè÷íî, ñòðåëÿÿ âïðàâî: + if (FDirection = TDirection.D_RIGHT) and (tx < wx) then + begin + tx := wx + 32; + ty := wy + Random(11) - 5; + end; + // Äåëàåì âûñòðåë íóæíûì îðóæèåì: case FMonsterType of MONSTER_IMP: @@ -2822,7 +3285,7 @@ _end: MONSTER_ZOMBY: begin g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx, wy); - g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, False); + g_Weapon_gun(wx, wy, tx, ty, 1, 3, FUID, True); g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET); end; MONSTER_SERG: @@ -2870,20 +3333,20 @@ _end: g_Weapon_ball2(wx, wy, tx, ty, FUID); MONSTER_PAIN: begin // Ñîçäàåì Lost_Soul: - sx := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2), - FObj.Y+FObj.Rect.Y, FDirection); + mon := g_Monsters_Create(MONSTER_SOUL, FObj.X+(FObj.Rect.Width div 2), + FObj.Y+FObj.Rect.Y, FDirection); - if sx <> -1 then + if mon <> nil then begin // Öåëü - öåëü Pain_Elemental'à. Ëåòèì ê íåé: - gMonsters[sx].FTargetUID := FTargetUID; + mon.FTargetUID := FTargetUID; GetPos(FTargetUID, @o); - gMonsters[sx].FTargetTime := 0; - gMonsters[sx].FNoRespawn := True; - gMonsters[sx].SetState(STATE_GO); - gMonsters[sx].shoot(@o, True); + mon.FTargetTime := 0; + mon.FNoRespawn := True; + mon.SetState(MONSTATE_GO); + mon.shoot(@o, True); Inc(gTotalMonsters); - if g_Game_IsNet then MH_SEND_MonsterSpawn(gMonsters[sx].UID); + if g_Game_IsNet then MH_SEND_MonsterSpawn(mon.UID); end; end; end; @@ -2913,7 +3376,7 @@ _end: // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè: if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then case FState of - STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT: + MONSTATE_GO, MONSTATE_RUN, MONSTATE_CLIMB, MONSTATE_RUNOUT: // Çâóêè ïðè ïåðåäâèæåíèè: case FMonsterType of MONSTER_CYBER: @@ -2936,7 +3399,7 @@ _end: end; if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and - not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then + not ((FState = MONSTATE_DEAD) or (FState = MONSTATE_DIE)) then FObj.Vel.X := oldvelx; // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò: @@ -2980,15 +3443,15 @@ begin // Ðûáû "ëåòàþò" òîëüêî â âîäå: if FMonsterType = MONSTER_FISH then if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then - if (FState <> STATE_DIE) and (FState <> STATE_DEAD) then + if (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) then fall := False; // Ëåòàþùèå ìîíòñðû: if ((FMonsterType = MONSTER_SOUL) or (FMonsterType = MONSTER_PAIN) or (FMonsterType = MONSTER_CACO)) and - (FState <> STATE_DIE) and - (FState <> STATE_DEAD) then + (FState <> MONSTATE_DIE) and + (FState <> MONSTATE_DEAD) then fall := False; // Ìåíÿåì ñêîðîñòü òîëüêî ïî ÷åòíûì êàäðàì: @@ -3019,7 +3482,7 @@ begin oldvelx := FObj.Vel.X; // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà: - if (FState = STATE_DIE) or (FState = STATE_DEAD) then + if (FState = MONSTATE_DIE) or (FState = MONSTATE_DEAD) then FObj.Vel.X := z_dec(FObj.Vel.X, 1); if FFireTime > 0 then @@ -3034,7 +3497,7 @@ begin end; // Ìåðòâûé íè÷åãî íå äåëàåò: - if (FState = STATE_DEAD) then + if (FState = MONSTATE_DEAD) then goto _end; // Âîçìîæíî, ñîçäàåì ïóçûðüêè â âîäå: @@ -3060,7 +3523,7 @@ begin // Åñëè ïðîøåë ïåðâûé êàäð àíèìàöèè âçðûâà áî÷êè, òî âçðûâ: if FMonsterType = MONSTER_BARREL then begin - if (FState = STATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and + if (FState = MONSTATE_DIE) and (FAnim[FCurAnim, FDirection].CurrentFrame = 1) and (FAnim[FCurAnim, FDirection].Counter = 0) then g_Weapon_Explode(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2), FObj.Y+FObj.Rect.Y+FObj.Rect.Height-16, @@ -3104,8 +3567,8 @@ begin // Ïðîáóåì óâåðíóòüñÿ îò ëåòÿùåé ïóëè: if fall then - if (FState in [STATE_GO, STATE_RUN, STATE_RUNOUT, - STATE_ATTACK, STATE_SHOOT]) then + if (FState in [MONSTATE_GO, MONSTATE_RUN, MONSTATE_RUNOUT, + MONSTATE_ATTACK, MONSTATE_SHOOT]) then if g_Weapon_Danger(FUID, FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height, 50) then if (g_Obj_CollideLevel(@FObj, 0, 1) or g_Obj_StayOnStep(@FObj)) and @@ -3113,7 +3576,7 @@ begin FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump; case FState of - STATE_PAIN: // Ñîñòîÿíèå - Áîëü + MONSTATE_PAIN: // Ñîñòîÿíèå - Áîëü begin // Áîëü ñèëüíàÿ => ìîíñòð êðè÷èò: if FPain >= MONSTERTABLE[FMonsterType].Pain then @@ -3130,12 +3593,12 @@ begin // Áîëü óæå íå îøóòèìàÿ => èäåì äàëüøå: if FPain <= MONSTERTABLE[FMonsterType].MinPain then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); FPain := 0; end; end; - STATE_SLEEP: // Ñîñòîÿíèå - Ñîí + MONSTATE_SLEEP: // Ñîñòîÿíèå - Ñîí begin // Ñïèì: FSleep := FSleep + 1; @@ -3147,20 +3610,20 @@ begin goto _end; end; - STATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå + MONSTATE_WAIT: // Ñîñòîÿíèå - Îæèäàíèå begin // Æäåì: FSleep := FSleep - 1; end; - STATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè) + MONSTATE_GO: // Ñîñòîÿíèå - Äâèæåíèå (ñ îñìîòðîì ñèòóàöèè) begin // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî: if WordBool(st and MOVE_BLOCK) then begin Turn(); FSleep := 40; - SetState(STATE_RUNOUT); + SetState(MONSTATE_RUNOUT); goto _end; end; @@ -3169,7 +3632,7 @@ begin if (FMonsterType = MONSTER_VILE) then if isCorpse(@FObj, False) <> -1 then begin - SetState(STATE_ATTACK, ANIM_ATTACK2); + SetState(MONSTATE_ATTACK, ANIM_ATTACK2); FObj.Vel.X := 0; goto _end; @@ -3179,7 +3642,7 @@ begin if Abs(sx) < 40 then if FMonsterType <> MONSTER_FISH then begin - SetState(STATE_RUN); + SetState(MONSTATE_RUN); FSleep := 15; goto _end; @@ -3196,7 +3659,7 @@ begin begin // Ñòîèì íà òâåðäîì ïîëó èëè ñòóïåíè // Ïðûæîê ÷åðåç ñòåíó: FObj.Vel.Y := -MONSTERTABLE[FMonsterType].Jump; - SetState(STATE_CLIMB); + SetState(MONSTATE_CLIMB); end; end; @@ -3220,7 +3683,7 @@ begin end; // Ðûáå áîëüíî: - SetState(STATE_PAIN); + SetState(MONSTATE_PAIN); FPain := FPain + 50; end else // Ðûáà â âîäå @@ -3233,12 +3696,12 @@ begin // Ðûáà ïëûâåò ââåðõ: if FObj.Vel.Y < 0 then - if not g_Obj_CollideWater(@FObj, 0, -16) then + if not g_Obj_CollideLiquid(@FObj, 0, -16) then begin // Âñïëûëè äî ïîâåðõíîñòè - ñòîï: FObj.Vel.Y := 0; // Ïëàâàåì òóäà-ñþäà: - SetState(STATE_RUN); + SetState(MONSTATE_RUN); FSleep := 20; end; end; @@ -3261,7 +3724,7 @@ begin if b > 1 then b := b * (Random(8 div b) + 1); for a := 0 to High(gGibs) do begin - if gGibs[a].Live and + if gGibs[a].alive and g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4, FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then begin @@ -3310,7 +3773,7 @@ begin end; // Áåæèì â âûáðàííóþ ñòîðîíó: - if FDirection = D_RIGHT then + if FDirection = TDirection.D_RIGHT then FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel else FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel; @@ -3323,12 +3786,12 @@ begin FObj.Vel.X := 0; end; - STATE_RUN: // Ñîñòîÿíèå - Áåã + MONSTATE_RUN: // Ñîñòîÿíèå - Áåã begin // Åñëè íàòêíóëèñü íà ÁëîêÌîí - óáåãàåì îò íåãî: if WordBool(st and MOVE_BLOCK) then begin - SetState(STATE_RUNOUT); + SetState(MONSTATE_RUNOUT); FSleep := 40; goto _end; @@ -3339,7 +3802,7 @@ begin // Ïðîáåæàëè äîñòàòî÷íî èëè âðåçàëèñü â ñòåíó => ïåðåõîäèì íà øàã: if (FSleep <= 0) or (WordBool(st and MOVE_HITWALL) and ((FObj.Vel.Y+FObj.Accel.Y) = 0)) then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); FSleep := 0; // Èíîãäà ðû÷èì: @@ -3348,7 +3811,7 @@ begin end; // Áåæèì â âûáðàííóþ ñòîðîíó: - if FDirection = D_RIGHT then + if FDirection = TDirection.D_RIGHT then FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel else FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel; @@ -3361,7 +3824,7 @@ begin FObj.Vel.X := 0; end; - STATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî + MONSTATE_RUNOUT: // Ñîñòîÿíèå - Óáåãàåò îò ÷åãî-òî begin // Âûøëè èç ÁëîêÌîíà: if (not WordBool(st and MOVE_BLOCK)) and (FSleep > 0) then @@ -3372,7 +3835,7 @@ begin // Óáàæåëè äîñòàòî÷íî äàëåêî => ïåðåõîäèì íà øàã: if FSleep <= -18 then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); FSleep := 0; // Èíîãäà ðû÷èì: @@ -3381,7 +3844,7 @@ begin end; // Áåæèì â âûáðàííóþ ñòîðîíó: - if FDirection = D_RIGHT then + if FDirection = TDirection.D_RIGHT then FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel else FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel; @@ -3394,25 +3857,25 @@ begin FObj.Vel.X := 0; end; - STATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó) + MONSTATE_CLIMB: // Ñîñòîÿíèå - Ïðûæîê (÷òîáû îáîéòè ñòåíó) begin // Äîñòèãëè âûñøåé òî÷êè ïðûæêà èëè ñòåíà êîí÷èëàñü => ïåðåõîäèì íà øàã: if ((FObj.Vel.Y+FObj.Accel.Y) >= 0) or (not WordBool(st and MOVE_HITWALL)) then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); FSleep := 0; // Ñòåíà íå êîí÷èëàñü => áåæèì îò íåå: if WordBool(st and (MOVE_HITWALL or MOVE_BLOCK)) then begin - SetState(STATE_RUN); + SetState(MONSTATE_RUN); FSleep := 15; end; end; // Áåæèì â âûáðàííóþ ñòîðîíó: - if FDirection = D_RIGHT then + if FDirection = TDirection.D_RIGHT then FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel else FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel; @@ -3425,14 +3888,14 @@ begin FObj.Vel.X := 0; end; - STATE_ATTACK, // Ñîñòîÿíèå - Àòàêà - STATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà + MONSTATE_ATTACK, // Ñîñòîÿíèå - Àòàêà + MONSTATE_SHOOT: // Ñîñòîÿíèå - Ñòðåëüáà begin // Lost_Soul âðåçàëñÿ â ñòåíó ïðè àòàêå => ïåðåõîäèò íà øàã: if FMonsterType = MONSTER_SOUL then begin if WordBool(st and (MOVE_HITWALL or MOVE_HITCEIL or MOVE_HITLAND)) then - SetState(STATE_GO); + SetState(MONSTATE_GO); goto _end; end; @@ -3442,12 +3905,12 @@ begin FObj.Vel.X := z_dec(FObj.Vel.X, 1); // Íóæíî ñòðåëÿòü, à ìîíñòð - êîëäóí: - if (FMonsterType = MONSTER_VILE) and (FState = STATE_SHOOT) then + if (FMonsterType = MONSTER_VILE) and (FState = MONSTATE_SHOOT) then begin // Öåëü ïîãèáëà => èäåì äàëüøå: if not GetPos(FTargetUID, @o) then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); goto _end; end; @@ -3455,7 +3918,7 @@ begin // Öåëü íå âèäíî => èäåì äàëüøå: if not g_Look(@FObj, @o, FDirection) then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); goto _end; end; @@ -3463,7 +3926,7 @@ begin // Öåëü â âîäå - íå çàãîðèòñÿ => èäåì äàëüøå: if g_Obj_CollideWater(@o, 0, 0) then begin - SetState(STATE_GO); + SetState(MONSTATE_GO); goto _end; end; @@ -3474,11 +3937,11 @@ begin _end: // Ñîñòîÿíèå - Âîñêðåøåíèå: - if FState = STATE_REVIVE then + if FState = MONSTATE_REVIVE then if FAnim[FCurAnim, FDirection].Played then begin // Îáðàòíàÿ àíèìàöèÿ óìèðàíèÿ çàêîí÷èëàñü - èäåì äàëüøå: FAnim[FCurAnim, FDirection].Revert(False); - SetState(STATE_GO); + SetState(MONSTATE_GO); end; // Åñëè åñòü àíèìàöèÿ îãíÿ êîëäóíà - ïóñòü îíà èäåò: @@ -3486,12 +3949,12 @@ _end: vilefire.Update(); // Ñîñòîÿíèå - Óìèðàåò è òåêóùàÿ àíèìàöèÿ ïðîèãðàíà: - if (FState = STATE_DIE) and + if (FState = MONSTATE_DIE) and (FAnim[FCurAnim, FDirection] <> nil) and (FAnim[FCurAnim, FDirection].Played) then begin // Óìåð: - SetState(STATE_DEAD); + SetState(MONSTATE_DEAD); // Ó ýòèõ ìîíñòðîâ íåò òðóïîâ: if (FMonsterType = MONSTER_PAIN) or @@ -3503,22 +3966,22 @@ _end: end; // Ñîâåðøåíèå àòàêè è ñòðåëüáû: - if (FState = STATE_ATTACK) or (FState = STATE_SHOOT) then + if (FState = MONSTATE_ATTACK) or (FState = MONSTATE_SHOOT) then if (FAnim[FCurAnim, FDirection] <> nil) then // Àíèìàöèÿ àòàêè åñòü - ìîæíî àòàêîâàòü if (FAnim[FCurAnim, FDirection].Played) then begin // Àíèìàöèÿ àòàêè çàêîí÷èëàñü => ïåðåõîäèì íà øàã - if FState = STATE_ATTACK then + if FState = MONSTATE_ATTACK then begin // Ñîñòîÿíèå - Àòàêà // Åñëè ìîíñòð íå Lost_Soul, òî ïîñëå àòàêè ïåðåõîäèì íà øàã: if FMonsterType <> MONSTER_SOUL then - SetState(STATE_GO); + SetState(MONSTATE_GO); end else // Ñîñòîÿíèå - Ñòðåëüáà begin // Ïåðåõîäèì íà øàã, åñëè íå íàäî ñòðåëÿòü åùå ðàç: if not FChainFire then - SetState(STATE_GO) + SetState(MONSTATE_GO) else begin // Íàäî ñòðåëÿòü åùå FChainFire := False; @@ -3538,7 +4001,7 @@ _end: (FAnim[FCurAnim, FDirection].TotalFrames div 2)) ) then begin // Àòàêè åùå íå áûëî è ýòî ñåðåäèíà àíèìàöèè àòàêè - if FState = STATE_ATTACK then + if FState = MONSTATE_ATTACK then begin // Ñîñòîÿíèå - Àòàêà // Åñëè ýòî Lost_Soul, òî ñáðàñûâàåì àíèìàöèþ àòàêè: if FMonsterType = MONSTER_SOUL then @@ -3550,7 +4013,7 @@ _end: if g_Weapon_Hit(@FObj, 15, FUID, HIT_SOME) <> 0 then // Lost_Soul óêóñèë êîãî-òî => ïåðåõîäèò íà øàã: if FMonsterType = MONSTER_SOUL then - SetState(STATE_GO); + SetState(MONSTATE_GO); MONSTER_FISH: g_Weapon_Hit(@FObj, 10, FUID, HIT_SOME); @@ -3560,7 +4023,7 @@ _end: if FCurAnim = ANIM_ATTACK2 then begin o := FObj; - o.Vel.X := IfThen(FDirection = D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50); + o.Vel.X := IfThen(FDirection = TDirection.D_RIGHT, 1, -1)*IfThen(FMonsterType = MONSTER_CYBER, 60, 50); g_Weapon_Hit(@o, IfThen(FMonsterType = MONSTER_CYBER, 33, 50), FUID, HIT_SOME); end; @@ -3602,7 +4065,7 @@ _end: // Ïîñëåäíèé êàäð òåêóùåé àíèìàöèè: if FAnim[FCurAnim, FDirection].Counter = FAnim[FCurAnim, FDirection].Speed-1 then case FState of - STATE_GO, STATE_RUN, STATE_CLIMB, STATE_RUNOUT: + MONSTATE_GO, MONSTATE_RUN, MONSTATE_CLIMB, MONSTATE_RUNOUT: // Çâóêè ïðè ïåðåäâèæåíèè: case FMonsterType of MONSTER_CYBER: @@ -3626,7 +4089,7 @@ _end: // Êîñòûëü äëÿ ïîòîêîâ if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_LIFTLEFT or PANEL_LIFTRIGHT) and - not ((FState = STATE_DEAD) or (FState = STATE_DIE)) then + not ((FState = MONSTATE_DEAD) or (FState = MONSTATE_DIE)) then FObj.Vel.X := oldvelx; // Åñëè åñòü àíèìàöèÿ, òî ïóñòü îíà èäåò: @@ -3681,13 +4144,10 @@ end; procedure TMonster.Turn(); begin // Ðàçâîðà÷èâàåìñÿ: - if FDirection = D_LEFT then - FDirection := D_RIGHT - else - FDirection := D_LEFT; + if FDirection = TDirection.D_LEFT then FDirection := TDirection.D_RIGHT else FDirection := TDirection.D_LEFT; // Áåæèì â âûáðàííóþ ñòîðîíó: - if FDirection = D_RIGHT then + if FDirection = TDirection.D_RIGHT then FObj.Vel.X := MONSTERTABLE[FMonsterType].RunVel else FObj.Vel.X := -MONSTERTABLE[FMonsterType].RunVel; @@ -3713,7 +4173,7 @@ begin if (gPlayers <> nil) and (FBehaviour <> BH_INSANE) and (FBehaviour <> BH_CANNIBAL) and (FBehaviour <> BH_GOOD) then for a := 0 to High(gPlayers) do - if (gPlayers[a] <> nil) and (gPlayers[a].Live) + if (gPlayers[a] <> nil) and (gPlayers[a].alive) and (not gPlayers[a].NoTarget) and (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then begin if g_Look(@FObj, @gPlayers[a].Obj, FDirection) then @@ -3733,7 +4193,7 @@ begin // Êèëëåðû è äîáðûå íå òðîãàþò ìîíñòðîâ if (gMonsters <> nil) and (FBehaviour <> BH_KILLER) and (FBehaviour <> BH_GOOD) then for a := 0 to High(gMonsters) do - if (gMonsters[a] <> nil) and (gMonsters[a].Live) and + if (gMonsters[a] <> nil) and (gMonsters[a].alive) and (gMonsters[a].FUID <> FUID) then begin if (FBehaviour = BH_CANNIBAL) and (gMonsters[a].FMonsterType <> FMonsterType) then @@ -3837,24 +4297,24 @@ begin case FMonsterType of MONSTER_FISH: begin - SetState(STATE_ATTACK); + SetState(MONSTATE_ATTACK); Result := True; end; MONSTER_DEMON: begin - SetState(STATE_ATTACK); + SetState(MONSTATE_ATTACK); g_Sound_PlayExAt('SOUND_MONSTER_DEMON_ATTACK', FObj.X, FObj.Y); Result := True; end; MONSTER_IMP: begin - SetState(STATE_ATTACK); + SetState(MONSTATE_ATTACK); g_Sound_PlayExAt('SOUND_MONSTER_IMP_ATTACK', FObj.X, FObj.Y); Result := True; end; MONSTER_SKEL, MONSTER_ROBO, MONSTER_CYBER: begin - SetState(STATE_ATTACK, ANIM_ATTACK2); + SetState(MONSTATE_ATTACK, ANIM_ATTACK2); g_Sound_PlayExAt('SOUND_MONSTER_SKEL_ATTACK', FObj.X, FObj.Y); Result := True; end; @@ -3937,19 +4397,19 @@ begin case FMonsterType of MONSTER_IMP, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO: begin - SetState(STATE_SHOOT); + SetState(MONSTATE_SHOOT); {nn} end; MONSTER_SKEL: begin - SetState(STATE_SHOOT); + SetState(MONSTATE_SHOOT); {nn} end; MONSTER_VILE: begin // Çàæèãàåì îãîíü tx := o^.X+o^.Rect.X+(o^.Rect.Width div 2); ty := o^.Y+o^.Rect.Y; - SetState(STATE_SHOOT); + SetState(MONSTATE_SHOOT); vilefire.Reset(); @@ -3958,7 +4418,7 @@ begin end; MONSTER_SOUL: begin // Ëåòèò â ñòîðîíó öåëè: - SetState(STATE_ATTACK); + SetState(MONSTATE_ATTACK); g_Sound_PlayExAt('SOUND_MONSTER_SOUL_ATTACK', FObj.X, FObj.Y); xd := tx-(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)); @@ -3978,7 +4438,7 @@ begin if FAmmo = 1 then g_Sound_PlayExAt('SOUND_MONSTER_MANCUB_ATTACK', FObj.X, FObj.Y); - SetState(STATE_SHOOT); + SetState(MONSTATE_SHOOT); end; else Exit; end; @@ -3986,9 +4446,9 @@ begin Result := True; end; -function TMonster.Live(): Boolean; +function TMonster.alive(): Boolean; begin - Result := (FState <> STATE_DIE) and (FState <> STATE_DEAD) and (FHealth > 0); + Result := (FState <> MONSTATE_DIE) and (FState <> MONSTATE_DEAD) and (FHealth > 0); end; procedure TMonster.SetHealth(aH: Integer); @@ -4004,186 +4464,175 @@ end; procedure TMonster.WakeUp(); begin if g_Game_IsClient then Exit; - SetState(STATE_GO); + SetState(MONSTATE_GO); FTargetTime := MAX_ATM; WakeUpSound(); end; -procedure TMonster.SaveState(var Mem: TBinMemoryWriter); +procedure TMonster.SaveState (st: TStream); var i: Integer; - sig: DWORD; b: Byte; anim: Boolean; begin - if Mem = nil then - Exit; - -// Ñèãíàòóðà ìîíñòðà: - sig := MONSTER_SIGNATURE; // 'MONS' - Mem.WriteDWORD(sig); -// UID ìîíñòðà: - Mem.WriteWord(FUID); -// Íàïðàâëåíèå: - if FDirection = D_LEFT then - b := 1 - else // D_RIGHT - b := 2; - Mem.WriteByte(b); -// Íàäî ëè óäàëèòü åãî: - Mem.WriteBoolean(FRemoved); -// Îñòàëîñü çäîðîâüÿ: - Mem.WriteInt(FHealth); -// Ñîñòîÿíèå: - Mem.WriteByte(FState); -// Òåêóùàÿ àíèìàöèÿ: - Mem.WriteByte(FCurAnim); -// UID öåëè: - Mem.WriteWord(FTargetUID); -// Âðåìÿ ïîñëå ïîòåðè öåëè: - Mem.WriteInt(FTargetTime); -// Ïîâåäåíèå ìîíñòðà: - Mem.WriteByte(FBehaviour); -// Ãîòîâíîñòü ê âûñòðåëó: - Mem.WriteInt(FAmmo); -// Áîëü: - Mem.WriteInt(FPain); -// Âðåìÿ îæèäàíèÿ: - Mem.WriteInt(FSleep); -// Îçâó÷èâàòü ëè áîëü: - Mem.WriteBoolean(FPainSound); -// Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè: - Mem.WriteBoolean(FWaitAttackAnim); -// Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå: - Mem.WriteBoolean(FChainFire); -// Ïîäëåæèò ëè ðåñïàâíó: - Mem.WriteBoolean(FNoRespawn); -// Êîîðäèíàòû öåëè: - Mem.WriteInt(tx); - Mem.WriteInt(ty); -// ID ìîíñòðà ïðè ñòàðòå êàðòû: - Mem.WriteInt(FStartID); -// Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà: - Mem.WriteInt(FSpawnTrigger); -// Îáúåêò ìîíñòðà: - Obj_SaveState(@FObj, Mem); -// Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà: - anim := vilefire <> nil; - Mem.WriteBoolean(anim); -// Åñëè åñòü - ñîõðàíÿåì: - if anim then - vilefire.SaveState(Mem); -// Àíèìàöèè: + assert(st <> nil); + + // Ñèãíàòóðà ìîíñòðà: + utils.writeSign(st, 'MONS'); + utils.writeInt(st, Byte(0)); // version + // UID ìîíñòðà: + utils.writeInt(st, Word(FUID)); + // Íàïðàâëåíèå + if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT + utils.writeInt(st, Byte(b)); + // Íàäî ëè óäàëèòü åãî + utils.writeBool(st, FRemoved); + // Îñòàëîñü çäîðîâüÿ + utils.writeInt(st, LongInt(FHealth)); + // Ñîñòîÿíèå + utils.writeInt(st, Byte(FState)); + // Òåêóùàÿ àíèìàöèÿ + utils.writeInt(st, Byte(FCurAnim)); + // UID öåëè + utils.writeInt(st, Word(FTargetUID)); + // Âðåìÿ ïîñëå ïîòåðè öåëè + utils.writeInt(st, LongInt(FTargetTime)); + // Ïîâåäåíèå ìîíñòðà + utils.writeInt(st, Byte(FBehaviour)); + // Ãîòîâíîñòü ê âûñòðåëó + utils.writeInt(st, LongInt(FAmmo)); + // Áîëü + utils.writeInt(st, LongInt(FPain)); + // Âðåìÿ îæèäàíèÿ + utils.writeInt(st, LongInt(FSleep)); + // Îçâó÷èâàòü ëè áîëü + utils.writeBool(st, FPainSound); + // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè + utils.writeBool(st, FWaitAttackAnim); + // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå + utils.writeBool(st, FChainFire); + // Ïîäëåæèò ëè ðåñïàâíó + utils.writeBool(st, FNoRespawn); + // Êîîðäèíàòû öåëè + utils.writeInt(st, LongInt(tx)); + utils.writeInt(st, LongInt(ty)); + // ID ìîíñòðà ïðè ñòàðòå êàðòû + utils.writeInt(st, LongInt(FStartID)); + // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà + utils.writeInt(st, LongInt(FSpawnTrigger)); + // Îáúåêò ìîíñòðà + Obj_SaveState(st, @FObj); + // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà + anim := (vilefire <> nil); + utils.writeBool(st, anim); + // Åñëè åñòü - ñîõðàíÿåì: + if anim then vilefire.SaveState(st); + // Àíèìàöèè for i := ANIM_SLEEP to ANIM_PAIN do begin - // Åñòü ëè ëåâàÿ àíèìàöèÿ: - anim := FAnim[i, D_LEFT] <> nil; - Mem.WriteBoolean(anim); - // Åñëè åñòü - ñîõðàíÿåì: - if anim then - FAnim[i, D_LEFT].SaveState(Mem); - // Åñòü ëè ïðàâàÿ àíèìàöèÿ: - anim := FAnim[i, D_RIGHT] <> nil; - Mem.WriteBoolean(anim); - // Åñëè åñòü - ñîõðàíÿåì: - if anim then - FAnim[i, D_RIGHT].SaveState(Mem); + // Åñòü ëè ëåâàÿ àíèìàöèÿ + anim := (FAnim[i, TDirection.D_LEFT] <> nil); + utils.writeBool(st, anim); + // Åñëè åñòü - ñîõðàíÿåì + if anim then FAnim[i, TDirection.D_LEFT].SaveState(st); + // Åñòü ëè ïðàâàÿ àíèìàöèÿ + anim := (FAnim[i, TDirection.D_RIGHT] <> nil); + utils.writeBool(st, anim); + // Åñëè åñòü - ñîõðàíÿåì + if anim then FAnim[i, TDirection.D_RIGHT].SaveState(st); end; end; -procedure TMonster.LoadState(var Mem: TBinMemoryReader); + +procedure TMonster.LoadState (st: TStream); var i: Integer; - sig: DWORD; b: Byte; anim: Boolean; begin - if Mem = nil then - Exit; - -// Ñèãíàòóðà ìîíñòðà: - Mem.ReadDWORD(sig); - if sig <> MONSTER_SIGNATURE then // 'MONS' - begin - raise EBinSizeError.Create('TMonster.LoadState: Wrong Monster Signature'); - end; -// UID ìîíñòðà: - Mem.ReadWord(FUID); -// Íàïðàâëåíèå: - Mem.ReadByte(b); - if b = 1 then - FDirection := D_LEFT - else // b = 2 - FDirection := D_RIGHT; -// Íàäî ëè óäàëèòü åãî: - Mem.ReadBoolean(FRemoved); -// Îñòàëîñü çäîðîâüÿ: - Mem.ReadInt(FHealth); -// Ñîñòîÿíèå: - Mem.ReadByte(FState); -// Òåêóùàÿ àíèìàöèÿ: - Mem.ReadByte(FCurAnim); -// UID öåëè: - Mem.ReadWord(FTargetUID); -// Âðåìÿ ïîñëå ïîòåðè öåëè: - Mem.ReadInt(FTargetTime); -// Ïîâåäåíèå ìîíñòðà: - Mem.ReadByte(FBehaviour); -// Ãîòîâíîñòü ê âûñòðåëó: - Mem.ReadInt(FAmmo); -// Áîëü: - Mem.ReadInt(FPain); -// Âðåìÿ îæèäàíèÿ: - Mem.ReadInt(FSleep); -// Îçâó÷èâàòü ëè áîëü: - Mem.ReadBoolean(FPainSound); -// Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè: - Mem.ReadBoolean(FWaitAttackAnim); -// Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå: - Mem.ReadBoolean(FChainFire); -// Ïîäëåæèò ëè ðåñïàâíó - Mem.ReadBoolean(FNoRespawn); -// Êîîðäèíàòû öåëè: - Mem.ReadInt(tx); - Mem.ReadInt(ty); -// ID ìîíñòðà ïðè ñòàðòå êàðòû: - Mem.ReadInt(FStartID); -// Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà: - Mem.ReadInt(FSpawnTrigger); -// Îáúåêò ìîíñòðà: - Obj_LoadState(@FObj, Mem); -// Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà: - Mem.ReadBoolean(anim); -// Åñëè åñòü - çàãðóæàåì: + assert(st <> nil); + + // Ñèãíàòóðà ìîíñòðà: + if not utils.checkSign(st, 'MONS') then raise XStreamError.Create('invalid monster signature'); + if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid monster version'); + if (uidMap[FUID] <> nil) and (uidMap[FUID] <> self) then raise Exception.Create('internal error in monster loader (0)'); + uidMap[FUID] := nil; + // UID ìîíñòðà: + FUID := utils.readWord(st); + //if (arrIdx = -1) then raise Exception.Create('internal error in monster loader'); + if (uidMap[FUID] <> nil) then raise Exception.Create('internal error in monster loader (1)'); + uidMap[FUID] := self; + // Íàïðàâëåíèå + b := utils.readByte(st); + if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2 + // Íàäî ëè óäàëèòü åãî + FRemoved := utils.readBool(st); + // Îñòàëîñü çäîðîâüÿ + FHealth := utils.readLongInt(st); + // Ñîñòîÿíèå + FState := utils.readByte(st); + // Òåêóùàÿ àíèìàöèÿ + FCurAnim := utils.readByte(st); + // UID öåëè + FTargetUID := utils.readWord(st); + // Âðåìÿ ïîñëå ïîòåðè öåëè + FTargetTime := utils.readLongInt(st); + // Ïîâåäåíèå ìîíñòðà + FBehaviour := utils.readByte(st); + // Ãîòîâíîñòü ê âûñòðåëó + FAmmo := utils.readLongInt(st); + // Áîëü + FPain := utils.readLongInt(st); + // Âðåìÿ îæèäàíèÿ + FSleep := utils.readLongInt(st); + // Îçâó÷èâàòü ëè áîëü + FPainSound := utils.readBool(st); + // Áûëà ëè àòàêà âî âðåìÿ àíèìàöèè àòàêè + FWaitAttackAnim := utils.readBool(st); + // Íàäî ëè ñòðåëÿòü íà ñëåäóþùåì øàãå + FChainFire := utils.readBool(st); + // Ïîäëåæèò ëè ðåñïàâíó + FNoRespawn := utils.readBool(st); + // Êîîðäèíàòû öåëè + tx := utils.readLongInt(st); + ty := utils.readLongInt(st); + // ID ìîíñòðà ïðè ñòàðòå êàðòû + FStartID := utils.readLongInt(st); + // Èíäåêñ òðèããåðà, ñîçäàâøåãî ìîíñòðà + FSpawnTrigger := utils.readLongInt(st); + // Îáúåêò ìîíñòðà + Obj_LoadState(@FObj, st); + // Åñòü ëè àíèìàöèÿ îãíÿ êîëäóíà + anim := utils.readBool(st); + // Åñëè åñòü - çàãðóæàåì: if anim then begin Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim'); - vilefire.LoadState(Mem); + vilefire.LoadState(st); end; -// Àíèìàöèè: + // Àíèìàöèè for i := ANIM_SLEEP to ANIM_PAIN do begin - // Åñòü ëè ëåâàÿ àíèìàöèÿ: - Mem.ReadBoolean(anim); - // Åñëè åñòü - çàãðóæàåì: + // Åñòü ëè ëåâàÿ àíèìàöèÿ + anim := utils.readBool(st); + // Åñëè åñòü - çàãðóæàåì if anim then begin - Assert(FAnim[i, D_LEFT] <> nil, - 'TMonster.LoadState: no '+IntToStr(i)+'_left anim'); - FAnim[i, D_LEFT].LoadState(Mem); + Assert(FAnim[i, TDirection.D_LEFT] <> nil, 'TMonster.LoadState: no '+IntToStr(i)+'_left anim'); + FAnim[i, TDirection.D_LEFT].LoadState(st); end; - // Åñòü ëè ïðàâàÿ àíèìàöèÿ: - Mem.ReadBoolean(anim); - // Åñëè åñòü - çàãðóæàåì: + // Åñòü ëè ïðàâàÿ àíèìàöèÿ + anim := utils.readBool(st); + // Åñëè åñòü - çàãðóæàåì if anim then begin - Assert(FAnim[i, D_RIGHT] <> nil, - 'TMonster.LoadState: no '+IntToStr(i)+'_right anim'); - FAnim[i, D_RIGHT].LoadState(Mem); + Assert(FAnim[i, TDirection.D_RIGHT] <> nil, 'TMonster.LoadState: no '+IntToStr(i)+'_right anim'); + FAnim[i, TDirection.D_RIGHT].LoadState(st); end; end; end; + procedure TMonster.ActivateTriggers(); var a: Integer; @@ -4209,12 +4658,18 @@ begin SetLength(FDieTriggers, 0); end; -procedure TMonster.CatchFire(Attacker: Word); +procedure TMonster.CatchFire(Attacker: Word; Timeout: Integer = MON_BURN_TIME); begin - FFireTime := 100; + if FMonsterType in [MONSTER_SOUL, MONSTER_VILE] then + exit; // àð÷è íå ãîðÿò, ÷åðåïà óæå ãîðÿò + if Timeout <= 0 then exit; + if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then + exit; // íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé + if FFireTime <= 0 then + g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y); + FFireTime := Timeout; FFireAttacker := Attacker; - if g_Game_IsNet and g_Game_IsServer then - MH_SEND_MonsterState(FUID); + if g_Game_IsNet and g_Game_IsServer then MH_SEND_MonsterState(FUID); end; procedure TMonster.OnFireFlame(Times: DWORD = 1); @@ -4232,15 +4687,207 @@ begin Anim := TAnimation.Create(id, False, 3); Anim.Alpha := 0; g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2), - Obj.Y+8+Random(8+Times*2)+IfThen(FState = STATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE); + Obj.Y+8+Random(8+Times*2)+IfThen(FState = MONSTATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE); Anim.Free(); end; end; end; -//WARNING! call this after monster position was changed, or coldet will not work right! -procedure TMonster.positionChanged (); + +// ////////////////////////////////////////////////////////////////////////// // +// throws on invalid uid +function g_Mons_ByIdx (uid: Integer): TMonster; inline; +begin + result := g_Mons_ByIdx_NC(uid); + if (result = nil) then raise Exception.Create('g_Mons_ByIdx: invalid monster id'); +end; + +// can return null +function g_Mons_ByIdx_NC (uid: Integer): TMonster; inline; +begin + if (uid < 0) or (uid > High(gMonsters)) then begin result := nil; exit; end; + result := gMonsters[uid]; +end; + +function g_Mons_TotalCount (): Integer; inline; +begin + result := Length(gMonsters); +end; + + +function g_Mons_ForEach (cb: TEachMonsterCB): Boolean; +var + idx: Integer; + mon: TMonster; +begin + result := false; + if (gMonsters = nil) or not assigned(cb) then exit; + for idx := 0 to High(gMonsters) do + begin + mon := gMonsters[idx]; + if (mon <> nil) then + begin + result := cb(mon); + if result then exit; + end; + end; +end; + + +function g_Mons_ForEachAlive (cb: TEachMonsterCB): Boolean; +var + idx: Integer; + mon: TMonster; +begin + result := false; + if (gMonsters = nil) or not assigned(cb) then exit; + for idx := 0 to High(gMonsters) do + begin + mon := gMonsters[idx]; + if (mon <> nil) and mon.alive then + begin + result := cb(mon); + if result then exit; + end; + end; +end; + + +function g_Mons_IsAnyAliveAt (x, y: Integer; width, height: Integer): Boolean; + (* + function monsCollCheck (mon: TMonster; atag: Integer): Boolean; + begin + result := mon.alive;// and g_Obj_Collide(x, y, width, height, @mon.Obj)); + end; + *) +var + idx: Integer; + mon: TMonster; + mit: PMonster; + it: TMonsterGrid.Iter; +begin + result := false; + if (width < 1) or (height < 1) then exit; + if gmon_debug_use_sqaccel then + begin + //result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil); + it := monsGrid.forEachInAABB(x, y, width, height); + for mit in it do if (mit.alive) then begin result := true; break; end; + it.release(); + end + else + begin + for idx := 0 to High(gMonsters) do + begin + mon := gMonsters[idx]; + if (mon <> nil) and mon.alive then + begin + if g_Obj_Collide(x, y, width, height, @mon.Obj) then + begin + result := true; + exit; + end; + end; + end; + end; +end; + + +function g_Mons_ForEachAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean; + (* + function monsCollCheck (mon: TMonster; atag: Integer): Boolean; + begin + result := cb(mon); + end; + *) +var + idx: Integer; + mon: TMonster; + mit: PMonster; + it: TMonsterGrid.Iter; +begin + result := false; + if (width < 1) or (height < 1) then exit; + if gmon_debug_use_sqaccel then + begin + //result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil); + it := monsGrid.forEachInAABB(x, y, width, height); + for mit in it do if (cb(mit^)) then begin result := true; break; end; + it.release(); + end + else + begin + for idx := 0 to High(gMonsters) do + begin + mon := gMonsters[idx]; + if (mon <> nil) and mon.alive then + begin + if g_Obj_Collide(x, y, width, height, @mon.Obj) then + begin + result := cb(mon); + if result then exit; + end; + end; + end; + end; +end; + + +function g_Mons_ForEachAliveAt (x, y: Integer; width, height: Integer; cb: TEachMonsterCB): Boolean; + (* + function monsCollCheck (mon: TMonster; atag: Integer): Boolean; + begin + //result := false; + //if mon.alive and g_Obj_Collide(x, y, width, height, @mon.Obj) then result := cb(mon); + if mon.alive then result := cb(mon) else result := false; + end; + *) +var + idx: Integer; + mon: TMonster; + mit: PMonster; + it: TMonsterGrid.Iter; begin + result := false; + if (width < 1) or (height < 1) then exit; + if gmon_debug_use_sqaccel then + begin + { + if (width = 1) and (height = 1) then + begin + result := (monsGrid.forEachAtPoint(x, y, monsCollCheck) <> nil); + end + else + begin + result := (monsGrid.forEachInAABB(x, y, width, height, monsCollCheck) <> nil); + end; + } + it := monsGrid.forEachInAABB(x, y, width, height); + for mit in it do + begin + if (mit^.alive) then + begin + if (cb(mit^)) then begin result := true; break; end; + end; + end; + it.release(); + end + else + begin + for idx := 0 to High(gMonsters) do + begin + mon := gMonsters[idx]; + if (mon <> nil) and mon.alive then + begin + if g_Obj_Collide(x, y, width, height, @mon.Obj) then + begin + result := cb(mon); + if result then exit; + end; + end; + end; + end; end; + end.